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 |
Encyclopedia of Computer Graphics and Games
EUR 1283.99
Kattintson ide a feliratkozáshoz
A Prosperónál jelenleg nincsen raktáron.
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
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