Encyclopedia of Computer Graphics and Games
 
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ISBN13:9783031231599
ISBN10:3031231597
Kötéstípus:Keménykötés
Terjedelem:2115 oldal
Méret:254x178 mm
Súly:5639 g
Nyelv:angol
Illusztrációk: 126 Illustrations, black & white; 780 Illustrations, color; 600 Tables, color
661
Témakör:

Encyclopedia of Computer Graphics and Games

 
Kiadás sorszáma: 1st ed. 2024
Kiadó: Springer
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Kötetek száma: 3 pieces, Book
 
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Hosszú leírás:
Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games.

Editor

Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA 

 

Academic Co-Chairs

Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA

Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada

Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA


Industry Co-Chairs

Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan

Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany

 

Editorial Board Members

Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia

Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA

Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey

Anthony L. Brooks, Aalborg University, Aalborg, Denmark

Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey

Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland

Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India

Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy

Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK

Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy

Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China

Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA

Chris Joslin, Carleton University, Ottawa, Canada

Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada

Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK

Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy

Tim McGraw, Purdue University, West Lafayette, IN, USA

George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece

Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France

Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy

Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria

Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA

Ruck Thawonmas, Ritsumeikan University, Shiga, Japan

Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia

Rojin Vishkaie, Amazon, Seattle, WA, USA

Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK

Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan


Editorial Board Intern

Sam Romershausen, Vincennes University, Vincennes, IN, USA

Tartalomjegyzék:

3D Game Asset Generation of Historical Architecture Through Photogrammetry 



3D Puzzle Games in Extended Reality Environments         



Academic and Video Game Industry ?Divide?       



Among Us and Its Popularity During COVID-19 Pandemic



Analog Prototyping for Digital Game Design         



Animal Crossing: New Horizons and Its Popularity During COVID-19 Pandemic      



Challenge-Based Learning in a Serious Global Game         



Comic Arts in Games, Asset Production, and Rendering   



Dark Souls Through the Lens of Essential Experience         



Dead Space Through the Lens of Resonance        



Design Framework for Learning to Support Industry 4.0 



Design of Alienation in Video Games       



Domain-specific Choices Affecting Design Effort in Gamification  



Educational Game Abz? and the Lens of Fun Learning      



Emotion in Games           



Game Design and Emotions: Analysis Models      



Game Development Leadership Tips        



Game Prosumption        



Game Thinking X Game Design Thinking



Game Writer?s Dilemma: Context vs. Story           



Game-Based Interventions in Public Health: Exploiting the Engaging Factor of Gameplay  



Games and Active Aging



Games in Science             



Gamification      



Gamification and Serious Games               



Gamification Ethics         



Gamification in Crowdsourcing Applications        



Hades: An Analysis         



Hearthstone: A Collectable Card Game Through the Lens of Problem Solving         



Incremental Games        



Indie Game        



Legend of Zelda Breath of the Wild and the Lens of Curiosity        



Madden NFL and Infinite Inspiration       



MEEGA+, Systematic Model to Evaluate Educational Games          



Motion Planning in Computer Games     



Narrative Design              



Narrative in Video Games            



New Super Mario Bros. Wii, An Analysis



Nursing Education Through Virtual Reality: Bridging the Gap         



Online Gaming Industry Evolution, Monetization and Prospects  



Online Players: Engagement, Immersion, and Absorption Across Secondary Worlds            



Parasocial Phenomena in Video Games  



Persona 3 and the Lens of Surprise          



Player Experience, Design and Research 



Player Personas and Game Choice            



Political Game Design    



Post-Digital Graphics in Computer Games              



Principle Structure to Create a 2D Game Level Editor        



Protection Korona: A Game Design on Covid-19 



Psychological Game Design         



Query-by-Gaming            



Redesigning Games for New Interfaces and Platforms      



Rehabilitation Games     



Resident Evil 2, History of            



ROP-Skill System ? Model in Serious Games for Universities          



Secure Gaming: Cheat-Resistant Protocols and Game History Validation  



Semiotics of Computer Games   



Serious Online Games for Engaged Learning Through Flow            



Spatio-Temporal Narrative Framework for Architecture in Video Games   



Strategies for Design and Development of Serious Games: Indian Perspective        



Symbolic Planning in Computer Games  



The Sims Franchise, a Retrospective of Racial Representation and Skin Tones         



Timed Automata for Video Games and Interaction            



Transformational Games               



Underground Design of Kaizo Games       



Video Game Storytelling Fundamentals: Setting, Power Status, Tone, Escalation   



Video Game Trolls and Dopamine Withdrawal    



Videogame Engagement: Psychological Frameworks        



Visual Accessibility in Computer Games 



Visual Novel      



B-Splines             



Constrained Edges and Delaunay Triangulation   



Delaunay Triangulation 



Modeling and Mesh Processing for Games            



Pencils of Spheres in the Minkowski-Lorentz Spaces         



Planetary Generation in Games 



Poisson-Disk Sampling: Theory and Applications



Shape Deformation Models        



Sketch-Based Posing for 3D Animation   



Spheres, AABB, and OOBB as Bounding Volume Hierarchies          



The New Age of Procedural Texturing     



UV Map Generation on Triangular Mesh



3D Modelling Through Photogrammetry in Cultural Heritage        



3D Printing, History of   



3D Visualization Interface for Temporal Analysis of Social Media  



3D-Rendered Images and Their Application in the Interior Design



Deep Learning Algorithms for 3D Reconstruction



Tactile Visualization and 3D Printing for Education             



Technologies for the Design Review Process         



Artistic Data Visualization in the Making



Color: Pixels, Bits, and Bytes       



Computer Graphics, Video Games, and Gamification Impacting (Re)Habilitation, Healthcare, and Inclusive Well-Being               



Imagineering Ceramic Pottery Using Computer Graphics 



Face Beautification in Antiage    



Abstraction and Stylized Design in 3D Animated Films: Extrapolation of 2D Animation Design         



Animation and Neurocinematics: Visible Language of E-motion-S and Its Magical Science 



Challenges Facing the Arab Animation Cinema    



Character Animation Scripting Environment         



Exploring Innovative Technology: 2D Image Based Animation with the iPad            



Motion Matching: Data-Driven Character Animation Systems       



Pipeline of 2D Vector Animation in Television Series          



Preserving the Collective Memory and Re-creating Identity Through Animation   



Teaching Computer Graphics by Application         



Vector Graphics



Movie-Making of Spatiotemporal Dynamics in Complex Systems



Postproduction in Game Cinematics        



Automated Image Captioning for the Visually Impaired   



Data Gloves for Hand and Finger Motion Interactions      



Decoupling Game Tool GUIs from Core Editing Operations             



Game Interface: Influence of Diegese Theory on the User Experience        



Human Interaction in Machine Learning (ML) for Healthcare         



Plug-in-Based Asset Compiler Architecture           



Tangible Surface-Based Interactions        



Unified Modeling Language (UML) for Sight Loss



User Interface (UI) in Semiautonomous Vehicles



Adaptive Music



Audio and Facial Reconigition CAPTCHAs for Visually Impaired Users         



Audiogame        



Dynamic Music Generation, Audio Analysis-Synthesis Methods  



Emotional Congruence in Video Game Audio      



Overview of Virtual Ambisonic Systems 



Procedural Audio in Video Games             



Spatial Audio and Sound Design in the Context of Games and Multimedia              



Automated Game Design Testing Using Machine Learning              



Character Artificial Intelligence  



Classical Learning Method in Digital Games          



Computer Games and Artificial Intelligence          



Computer Go    



Constructing Game Agents Through Simulated Evolution



Game Player Modeling  



Machine Learning for Computer Games 



Meta Artificial Intelligence and Artificial Intelligence Director        



Monte-Carlo Tree Search              



Navigation Artificial Intelligence 



Overview of Artificial Intelligence              



Quality Assurance-Artificial Intelligence  



RTS AI Problems and Techniques               



Skull and Roses Card Game          



StarCraft Bots and Competitions



World Representation in Artificial Intelligence     



Area of Interest Management in Massively Multiplayer Online Games      



Client/Server Gaming Architectures         



Cloud for Gaming            



Cognitive Psychology Applied to User Experience in Video Games               



Detecting and Preventing Online Game Bots in MMORPGs            



Disney Toontown Online, A Massively Multiplayer Online Role-Playing Game         



Distributed Simulation and Games           



Game Bot Detection on Massive Multiplayer Online Role-Playing Games (MMORPGs) Systems     



Griefing in MMORPGs   



IPv6 Common Security Vulnerabilities and Tools: Overview of IPv6 with Respect to Online Games



Mobile Cloud Gaming    



Online Gaming Architectures      



Online Gaming Scalability             



Peer-to-Peer Gaming      



Toxic Behaviors in Online Gaming             



3D Selection Techniques for Distant Object Interaction in Augmented Reality        



Augmented and Gamified Lives 



Augmented Learning Experience for School Education     



Augmented Reality Entertainment: Taking Gaming Out of the Box              



Augmented Reality for Human-Robot Interaction in Industry        



Augmented Reality for Maintenance       



Augmented Reality in Image-Guided Surgery       



Augmented Reality Ludo board game with Q-learning on Handheld           



Conceptual Model of Mobile Augmented Reality for Cultural Heritage      



Enhanced Visualization by Augmented Reality     



Gamification and Social Robots in Education        



History of Augmented Reality     



Integrating Virtual Reality and Augmented Reality into Advertising Campaigns: History, Technology, and Future Trends               



Interacting with a Fully Simulated Self-Balancing Bipedal Character in Augmented and Virtual Reality         



Interaction with Mobile Augmented Reality Environments            



Interactive Augmented Reality to Support Education        



Key Early Verticals, Challenges and Limitations in Implementation of Augmented Reality  



Life-Size Telepresence and Technologies 



Live Texture Mapping in Handheld Augmented Reality Coloring Book        



Mixed Reality    



Potential of Augmented Reality for Intelligent Transportation Systems     



Virtual Reality and Robotics        



Game Engine     



Game Loop and Typical Implementation



Game Physics Engine, Overview



Interactive Computer Graphics and Model-View-Controller Architecture 



Panda3D             



Physical, Virtual, and Game World Persistence    



Unity, A 2D and 3D Game Engine              



Unreal Engine, A 3D Game Engine            



Virtual World, a Definition Incorporating Distributed Computing and Instances    



Animal Crossing: A Causal Game



Anti-Phishing Attacks in Gamification      



Assassin?s Creed, An Analysis      



Bayonetta 2, An Analysis              



Call of Duty Franchise, An Analysis           



Children Privacy Protection         



Children?s Games, from Turtle to Squirtle              



Computer Games and the Evolution of Digital Rights        



Computer Games in Education  



Counterstrike Global Offensive, An Analysis         



Dark Souls III, An Analysis            



Dark Souls RPG Through the Lens of Challenge    



Destiny and Destiny 2, an Analysis of an FPS        



Digital Games for Animals            



Diversity in Gaming and the Metaverse  



Dojin Game        



Facial Recognition and Emotion Detection in Environmental Installation and Social Media Applications      



Fantasy XVI Online, a Massively Multiplayer Online Role-Playing Game     



Fire Emblem Fates            Conquest



First-Person Shooter Games, A Brief History         



Five Nights at Freddy?s, A Point and Click Horror Game    



Fortnite, A Brief History



Games and the Magic Circle        



Gamification of Modern Society: Digital Media?s Influence on Current Social Practices       



Gardenscapes and Homescapes, Casual Mobile Games   



God of War (2018), An Action-Adventure Game 



God of War, An Analysis



Hypermedia Narrative as a Tool for Serious Games            



Itch.io, History of             



King of Fighters, A Brief History 



Kingdom Hearts (2002): An Analysis        



Mario Kart, An Analysis of its Absence from Esports         



NBA 2K, A Brief History 



NFT Games         The Revenue Models



On Computer Games About Cooking       



Origin of Games               



Overwatch: Team-based Multiplayer First-Person Shooter Game 



Pervasive Games              



Pokémons and World Championships      The History



Professional Call of Duty Player Matthew ?Nadeshot? Haag, An E-Sports Case Study          



Public Health Education Via Computer Games     



Rocket League, An Analysis         



Smart Toys         



Social-, Mobile- and Multi-Player-Games and their Impact on Today?s Online Entertainment Industry         



Sociality of Digital Games             



Sonic Adventure 2, an Analysis  



Speedrunning   



Speedrunning in Video Games   



Star Wars Battlefront (2004), an Analysis



STEM Learning Through Video Games     



Super Mario Galaxy: An Overview            



Super Smash Bros, A Brief History            



Super Smash Bros. Ultimate and E-Sports             



The Elder Scrolls V Skyrim            



Toy Computing 



Video Game Culture in Cape Town, South Africa 



World of Tanks, MMO Strategy Freemium Game



World of Warcraft, A MMORPG with Expansions



Open Source 3D Printing, History of        



Game Venues and Platforms       



Ludii General Game System, For Modelling, Analysing and Designing Board Games             



Bounding Volume Hierarchies for Rigid Bodies    



Cellular Automata Methods        



Collision Detection          



Computational Steering for Computational Fluid Dynamics            



Crowd Evacuation Using Simulation Techniques  



Crowd Simulation            



Fluid Simulation



Lattice Boltzmann Method for Diffusion-Reaction Problems          



Lattice Boltzmann Method for Fluid Simulation   



Lattice Gas Cellular Automata for Fluid Simulation             



Position Based Dynamics              



Simulation and Comparison of AODV and DSDV Protocols in MANETs       



Simulation of Emotional Crowd and Applications



High-Performance Many-Light Rendering              



Ray Tracing in Video Games         



Rendering Equation        



3D Avatars in Virtual Reality Experience  



Accessibility of Virtual Reality for Persons with Disabilities             



Collaborative Engineering and Virtual Prototyping Within Virtual Reality  



Cybersickness   



Deep Reinforcement Learning in Virtual Environments    



Educational Virtual Reality Game Design for Film and Animation 



EEG as an Input for Virtual Reality            



Everyday Virtual Reality



Eye Tracking in Virtual Reality     



Foundations of Interaction in the Virtual Reality Medium



History of Virtual Reality               



Immersive Auralization Using Headphones           



Immersive Technologies for Medical Education   



Immersive Virtual Reality Serious Games               



Information Presentation Methods in Virtual Reality         



Interactive Virtual Reality Navigation Using Cave Automatic Virtual Environment Technology          



Locomotion in Virtual Reality Video Games          



Making Virtual Reality (VR) Accessible for People with Disabilities               



Mindfulness, Virtual Reality, and Video Games    



Mixed Reality, Gamified Presence, and Storytelling for Virtual Museums 



Multi-user Virtual Environments for Education    



Natural Walking in Virtual Reality              



Origin of Virtual Reality 



Perceptual Illusions and Distortions in Virtual Reality        



Presence and Immersion in Virtual Reality            



Raycasting in Virtual Reality        



Redirected Walking in Virtual Reality       



Social Virtual Reality       



Sonic Interactions in Virtual Environments           



Sound Spatialization       



Spatial Perception in Virtual Environments           



Storytelling in Virtual Reality       



Substitutional Reality     



Training Spatial Skills with Virtual Reality and Augmented Reality



Trustworthy Embodied Virtual Agents    



Uncanny Valley in Virtual Reality



User Acoustics with Head-Related Transfer Functions      



User-Centered Design and Evaluation Methodology for Virtual Environments       



Virtual Hand Metaphor in Virtual Reality



Virtual Pointing Metaphor in Virtual Reality          



Virtual Reality Applications in Education



Virtual Reality as New Media      



Virtual Reality Exercise and Rehabilitation             



Virtual Reality Game Engines      



Virtual Reality Retailing 



Virtual Reality Stereo Post-Conversion After Effects Workflow      



Virtual Reality System Fidelity    



Virtual Reality Systems, Tools, and Frameworks  



Virtual Reality Therapy  



Virtual Reality-Based Daily Scrum Meetings          



Virtual Reality: A Model for Understanding Immersive Computing             



3D Room Layout System Using IEC (Interactive Evaluational Computation)             



Emotion-Based 3D CG Character Behaviors          



Genetic Algorithm (GA)-Based NPC Making          



American Sign Language Detection          



Experiential Media: Using Machine Vision and Sensor-Input to Create Dynamic Real-Time Generated Media           



Fall Risk Detection in Computer Vision    



Healthcare Robots with Islamic Practices               



Locomotion and Human Tracking in Healthcare Robots   



2-Simplex Prism as a Cognitive Graphics Tool for Decision-Making              



Cognitive Processing of Information Visualization              



Indigenous Knowledge for Mental Health, Data Visualization        



Indigenous Language Revitalization with Stories and Games          



Mixed Reality and Immersive Data Visualization 



Multivariate Visualization Using Scatterplots        



Scalable Techniques to Visualize Spatiotemporal Data      



Stress Reduction, Relaxation, and Meditative States Using Psychophysiological Measurements Based on Biofeedback Systems via HRV and EEG             



Tensor Field Visualization             



Contemporary Computer Shogi 



Loot Boxes: Gambling-Like Mechanics in Video Games    



Minkowski-Lorentz Spaces Applications: Resolution of Apollonius and Dupin Problems     



Mobile Persuasive Applications 



Player Abusive Behavior Detection           



Puyo Puyo          



Shadow Shooter: All-Around Game with e-Yumi 3D           



Theory of Minkowski-Lorentz Spaces      



Underwater Enhanced Detail and Dehaze Technique (UEDD) for Underwater Image Enhancement               



Biosensing in Interactive Art: A User-Centered Taxonomy



Computer Games for People with Disability          



Player-Avatar Link: Interdisciplinary Embodiment Perspectives     



Video Games and Accessibility: A Case Study of The Last of Us II 



Holography as an Architectural Decoration           



Holography, History of   



Image Quality Evaluation of a Computer-Generated Phase Hologram        



Artificial Reality Continuum        



Brain Signals as a New Biometric Authentication Method Using Brain-Computer Interface



Collaborative Environments for Augmented and Virtual Reality Applications          



Colour Detection Using Brain Computer Interface              



Construction Management Processes in a Digital Built Environment, Modelling    



Digital Images Using Heuristic AdaBoost Haar Cascade Classifier Model, Detection of Partially Occluded Faces        



Engaging Dogs with Computer Screens: Animal-Computer Interaction      



Fingerprint Verification Based on Combining Minutiae Extraction and Statistical Features



Gaming Control Using BCI            



Immersive Technologies for Accessible User Experiences 



Immersive Visualizations Using Augmented Reality and Virtual Reality      



Interactive Augmented Reality Pop-Up Book with Natural Gesture Interaction for Handheld            



Object Manipulation Using Real Hand Gesture for Augmented Reality Interior Design        



Position-Aware 3D Facial Expression Mapping Using Ray Casting and Blendshape



Smart Calibration between RGB-D and Thermal Cameras for ROI Detection and Tracking in Physiological Monitoring               



Tabletop Storytelling      



Tracking Techniques in Augmented Reality for Handheld Interfaces            



Virtual Human for Assisted Healthcare: Application and Technology          



Virtual Reality Proton Beam Therapy Unit: Case Study on the Development           



Volumetric Filmmaking 



Cross-Cultural Game Studies       



PBL-Based Industry-Academia Game Development Education