Computer Games Technology
Arcler Press (Verlag)
978-1-77469-176-2 (ISBN)
- Titel nicht im Sortiment
- Artikel merken
This book covers different topics from computer gaming technology, including educational and simulation games, games hardware, games software, and computer games for social and health purposes. Section 1 focuses on educational and simulation games, describing SIDH: a game-based architecture for a training simulator, an application of a game development framework in higher education, experiential learning in vehicle dynamics education via motion simulation and interactive gaming, and development of a driving simulator with analyzing driver's characteristics based on a virtual reality head mounted display. Section 2 focuses on games hardware, describing fast and reliable mouse picking using graphics hardware, ballooning graphics memory space in full GPU virtualization environments, platform for distributed 3D gaming, player profile management on NFC smart card for multiplayer ubiquitous games, and real-time large crowd rendering with efficient character and instance management on GPU. Section 3 focuses on games software, describing gamer's facial cloning for online interactive games, quantization of cognitive learning process by computer graphics-games, real-time animation of trees based on BBSC in computer games, a dense point-to-point alignment method for realistic 3D face morphing and animation, and knowledge encoding in game mechanics: transfer-oriented knowledge learning in desktop-3D and VR. Section 4 focuses on games for social and health purposes, describing Hall of heroes - a digital game for social skills training with young adolescents, Kinect-based exer-games tailored to Parkinson patients, and development of a gesture-based game applying participatory design to reflect values of manual wheelchair users, using the revised bloom taxonomy to analyze psychotherapeutic games.
Section 1: Educational and Simulation Games
Chapter 1 SIDH: A Game-Based Architecture for a Training Simulator
Chapter 2 An Application of a Game Development Framework in Higher Education
Chapter 3 Experiential Learning in Vehicle Dynamics Education via Motion Simulation and Interactive Gaming
Chapter 4 Development of a Driving Simulator with Analyzing Driver’s Characteristics Based on a Virtual Reality Head Mounted Display
Section 2: Games Hardware
Chapter 5 Fast and Reliable Mouse Picking Using Graphics Hardware
Chapter 6 Ballooning Graphics Memory Space in Full GPU Virtualization Environments
Chapter 7 Platform for Distributed 3D Gaming
Chapter 8 Player Profile Management on NFC Smart Card for Multiplayer Ubiquitous Games
Chapter 9 Real-Time Large Crowd Rendering with Efficient Character and Instance Management on GPU
Section 3: Games Software and Features
Chapter 10 Gamer’s Facial Cloning for Online Interactive Games
Chapter 11 A Quantisation of Cognitive Learning Process by Computer Graphics-Games: Towards More Efficient Learning Models
Chapter 12 Real Time Animation of Trees Based on BBSC in Computer Games
Chapter 13 Knowledge Encoding in Game Mechanics: Transfer-Oriented Knowledge Learning in Desktop-3D and VR
Section 4: Games for Social and Health purposes
Chapter 14 Hall of Heroes: A Digital Game for Social Skills Training with Young Adolescents
Chapter 15 Kinect-Based Exergames Tailored to Parkinson Patients
Chapter 16 Development of a Gesture-Based Game Applying Participatory Design to Reflect Values of Manual Wheelchair Users
Chapter 17 Using the Revised Bloom Taxonomy to Analyze Psychotherapeutic Games
Erscheinungsdatum | 11.04.2022 |
---|---|
Sprache | englisch |
Maße | 152 x 229 mm |
Gewicht | 1116 g |
Themenwelt | Informatik ► Office Programme ► Outlook |
ISBN-10 | 1-77469-176-0 / 1774691760 |
ISBN-13 | 978-1-77469-176-2 / 9781774691762 |
Zustand | Neuware |
Haben Sie eine Frage zum Produkt? |
aus dem Bereich