E-Book, Englisch, 539 Seiten, Electronic book text, Format (B × H): 152 mm x 229 mm
Computer Games Technology
Erscheinungsjahr 2022
ISBN: 978-1-77469-355-1
Verlag: Arcler Press
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
E-Book, Englisch, 539 Seiten, Electronic book text, Format (B × H): 152 mm x 229 mm
ISBN: 978-1-77469-355-1
Verlag: Arcler Press
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
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.
Fachgebiete
Weitere Infos & Material
- 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 DisplaySection 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 GPUSection 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 VRSection 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




