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Computer Games Technology

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Buch. Hardcover


539 S.

In englischer Sprache

Arcler Press. ISBN 978-1-77469-176-2

Format (B x L): 15,2 x 22,9 cm


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.

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