Designing Immersive Video Games Using 3DUI Technologies

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Author :
Publisher : Springer
ISBN 13 : 3319779532
Total Pages : 122 pages
Book Rating : 4.3/5 (197 download)

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Book Synopsis Designing Immersive Video Games Using 3DUI Technologies by : Arun K. Kulshreshth

Download or read book Designing Immersive Video Games Using 3DUI Technologies written by Arun K. Kulshreshth and published by Springer. This book was released on 2018-05-29 with total page 122 pages. Available in PDF, EPUB and Kindle. Book excerpt: A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies which let a user interact in three dimensions are called 3D user interface technologies. These 3D user interfaces have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is unclear how their usage affects game play and if there are any user performance benefits. This book presents state of the art research on exploring 3D user interface technologies for improving video games. It also presents a review of research work done in this area and describes experiments focused on usage of stereoscopic 3D, head tracking, and hand gesture-based control in gaming scenarios. These experiments are systematic studies in gaming environments and are aimed at understanding the effect of the underlined 3D interface technology on the gaming experience of a user. Based on these experiments, several design guidelines are presented which can aid game designers in designing better immersive games.

Encyclopedia of Video Games [3 volumes]

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1440870209
Total Pages : 1365 pages
Book Rating : 4.4/5 (48 download)

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Book Synopsis Encyclopedia of Video Games [3 volumes] by : Mark J. P. Wolf

Download or read book Encyclopedia of Video Games [3 volumes] written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1365 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Exploring 3D User Interface Technologies for Improving the Gaming Experience

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Publisher :
ISBN 13 :
Total Pages : 191 pages
Book Rating : 4.:/5 (919 download)

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Book Synopsis Exploring 3D User Interface Technologies for Improving the Gaming Experience by : Arun Kumar Kulshreshth

Download or read book Exploring 3D User Interface Technologies for Improving the Gaming Experience written by Arun Kumar Kulshreshth and published by . This book was released on 2015 with total page 191 pages. Available in PDF, EPUB and Kindle. Book excerpt: 3D user interface technologies have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is still unclear how their usage affects game play and if there are any user performance benefits. A systematic study of these technologies in game environments is required to understand how game play is affected and how we can optimize the usage in order to achieve better game play experience. This dissertation seeks to improve the gaming experience by exploring several 3DUI technologies. In this work, we focused on stereoscopic 3D viewing (to improve viewing experience) coupled with motion based control, head tracking (to make games more engaging), and faster gesture based menu selection (to reduce cognitive burden associated with menu interaction while playing). We first studied each of these technologies in isolation to understand their benefits for games. We present the results of our experiments to evaluate benefits of stereoscopic 3D (when coupled with motion based control) and head tracking in games. We discuss the reasons behind these findings and provide recommendations for game designers who want to make use of these technologies to enhance gaming experiences. We also present the results of our experiments with finger-based menu selection techniques with an aim to find out the fastest technique.

Universal Design in Video Games

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Publisher : Springer Nature
ISBN 13 : 3031305957
Total Pages : 310 pages
Book Rating : 4.0/5 (313 download)

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Book Synopsis Universal Design in Video Games by : Adam Palmquist

Download or read book Universal Design in Video Games written by Adam Palmquist and published by Springer Nature. This book was released on with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Positive Technology: Designing E-experiences for Positive Change

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Publisher : Frontiers Media SA
ISBN 13 : 2889630234
Total Pages : 247 pages
Book Rating : 4.8/5 (896 download)

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Book Synopsis Positive Technology: Designing E-experiences for Positive Change by : Andrea Gaggioli

Download or read book Positive Technology: Designing E-experiences for Positive Change written by Andrea Gaggioli and published by Frontiers Media SA. This book was released on 2019-09-23 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, there has been a growing interest in the potential role that digital technologies can play in promoting well-being. Smartphones, wearable devices, virtual/augmented reality, social media, and the internet provide a wealth of useful tools and resources to support psychological interventions that facilitate positive emotions, resilience, personal growth, creativity, and social connectedness. Understanding the full extent of this potential, however, requires an interdisciplinary approach that integrates the scientific principles of well-being into the design of e-experiences that foster positive change. This book provides an overview of recent advances and future challenges in Positive Technology, an emergent field within human-computer interaction that seeks to understand how interactive technologies can be used in evidence-based well-being interventions. Its focus of analysis is two-fold: at the theoretical level, Positive Technology aims to develop conceptual frameworks and models for understanding how computers can be effectively used to help individuals achieve greater well-being. At the methodological and applied level, Positive Technology is concerned with the design, development, and validation of digital experiences that promote positive change through pleasure, flow, meaning, competence, and positive relationships.

Advances in Human Factors in Wearable Technologies and Game Design

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Publisher : Springer
ISBN 13 : 3030204766
Total Pages : 429 pages
Book Rating : 4.0/5 (32 download)

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Book Synopsis Advances in Human Factors in Wearable Technologies and Game Design by : Tareq Ahram

Download or read book Advances in Human Factors in Wearable Technologies and Game Design written by Tareq Ahram and published by Springer. This book was released on 2019-06-13 with total page 429 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user-centered practices can optimize the wearable experience, thus improving user acceptance, satisfaction and engagement with novel wearable gadgets. It addresses both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as new findings on the integration of wearability principles with regard to: aesthetics, affordance, comfort, contextual awareness, customization, ease of use, ergonomics, information overload, intuitiveness, obtrusiveness, privacy, reliability, responsiveness, satisfaction, subtlety, user-friendliness and wearability. Gathering the outcomes of both the AHFE 2019 Conference on Human Factors and Wearable Technologies and the AHFE 2019 Conference on Human Factors in Game Design and Virtual Environments, held on July 24–28, 2019 in Washington, DC, USA, the book addresses the needs of professionals, researchers, and students whose work involves the human aspects of wearable, smart and/or interactive technologies and game design research.

Serious Game Design and Development: Technologies for Training and Learning

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Publisher : IGI Global
ISBN 13 : 1615207406
Total Pages : 382 pages
Book Rating : 4.6/5 (152 download)

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Book Synopsis Serious Game Design and Development: Technologies for Training and Learning by : Cannon-Bowers, Jan

Download or read book Serious Game Design and Development: Technologies for Training and Learning written by Cannon-Bowers, Jan and published by IGI Global. This book was released on 2010-02-28 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: "With an increasing use of vido games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully accomplish a more serious goal"--Provided by publisher.

Human-Computer Interaction in Game Development with Python

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Publisher :
ISBN 13 : 9781484281833
Total Pages : 0 pages
Book Rating : 4.2/5 (818 download)

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Book Synopsis Human-Computer Interaction in Game Development with Python by : Joseph Thachil George

Download or read book Human-Computer Interaction in Game Development with Python written by Joseph Thachil George and published by . This book was released on 2022 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Deepen your understanding of human-computer interaction (HCI) in game development and learn how to develop video games that grab players and don't let them go. This book explores HCI design in computer games to maximize collaborative and interactive functions. You'll first gain a basic introduction to fundamental concepts and practices of HCI before diving into the fundamental concepts of game interface design and technology. You'll learn how to design a gaming interface through practical examples using Python. This is followed by a brief look at how HCI can offer immersive gaming experiences for players and a review of key elements such as interface, usability, user-centered design, and user interface in terms of efficacy. You will also learn how to implement usability aspects in gaming interfaces with examples using Python. Additionally, the book discusses major challenges that game publishers and developers face, and how they can be resolved using HCI techniques. The question of playability is reviewed throughout the game production process. After working through this book's practical examples, you'll have the knowledge required to begin developing compelling, can't-put-the-controller down games of your own. You will: Master HCI tools and methodologies Understand the concept of HCI strategies in the game development cycle Develop a game in Python using the HCI approach Utilize gamification techniques in Human-Computer Interaction Grasp concepts of usability, user experience and user-centered design processes and their application .

Investigating Rollenwahrnehmung, Perspective and Space through Virtual Reality related Game Interfaces

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Author :
Publisher : BoD – Books on Demand
ISBN 13 : 3752611405
Total Pages : 300 pages
Book Rating : 4.7/5 (526 download)

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Book Synopsis Investigating Rollenwahrnehmung, Perspective and Space through Virtual Reality related Game Interfaces by : Daniel P. O. Wiedemann

Download or read book Investigating Rollenwahrnehmung, Perspective and Space through Virtual Reality related Game Interfaces written by Daniel P. O. Wiedemann and published by BoD – Books on Demand. This book was released on 2021-01-03 with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is the publication of my PhD dissertation and is written in the corresponding style. The included research provides explorations and investigative reflections on Rollenwahrnehmung (a newly coined phrase meaning role perception/fulfillment), Perspective and Space through Virtual Reality (VR) game interfaces. A number of important topics will be addressed, like the creation of new experiences in the context of VR, the extension and new development of various interaction paradigms, various User Experience (UX) aspects and user guidance in a sophisticated new medium. Placed in the field of design practice, this research focuses on the creation of digital gaming artifacts, while extrapolating insights and guidelines concerning VR interfaces. Hence, this practice-based research is derived from a portfolio of specifically developed interactive artifacts, following the methodological approach of Constructive Design Research. These include the VR related games Nicely Dicely, LizzE - And the Light of Dreams and Gooze. They were used for various Lab experiments and Showroom presentations, while continually being refined throughout an iterative process. Nicely Dicely is an abstract game based on physics. In Local Multiplayer, up to four players are able to compete or collaborate. It is not a VR game per se, but features both, Monoscopic and 3D Stereoscopic Vision modes, which were tested in an experiment on their effect on Player Immersion. LizzE - And the Light of Dreams is a Singleplayer 3rd Person Hack and Slay game based in a fantasy universe. In an experiment, the game was used to primarily investigate in which ways 3rd Person VR games can work for a broad audience, regarding camera behavior. Gooze is a 1st Person VR puzzle game, taking place in a realistic horror environment with supernatural aspects. It was designed with diverse VR interaction technologies in mind and offers users different options to play the game, depending on available hardware and preferences. The Locomotion and Virtual Object Interaction mechanics were tested in an experiment regarding their UX. In summary, this book illustrates various game, interface and VR designs, informing the emerging field of VR game development of the relationship between UX, interfaces and gameplay. Furthermore, guidelines for designing and developing specific aspects of VR games were identified and each single artifact can be used as a design and development precedent for practice and academia.

Improving Virtual Reality ASD Intervention Games with 3DUI and 3D Virtual Humans

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Publisher :
ISBN 13 : 9781369059366
Total Pages : 96 pages
Book Rating : 4.0/5 (593 download)

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Book Synopsis Improving Virtual Reality ASD Intervention Games with 3DUI and 3D Virtual Humans by : Chao Mei

Download or read book Improving Virtual Reality ASD Intervention Games with 3DUI and 3D Virtual Humans written by Chao Mei and published by . This book was released on 2016 with total page 96 pages. Available in PDF, EPUB and Kindle. Book excerpt: The primary goal of this research is to improve the current Autism Spectrum Disorder (ASD) intervention training games using Virtual Humans (VHs). To interact with virtual humans, technologies such as Virtual Reality (VR), 3D user interfaces (3DUI), and computer games are often used. Virtual humans have many potential benefits for ASD interventions, such as improving the abilities of performing daily living activities (e.g., emotion recognition training). The existing games have been largely successful. However, these games seldom include the huge variety of the ASD population in their design guidelines. The main research question is can the effectiveness of the intervention games be improved by addressing the variety of this population with a Customizable Virtual Human (CVH), which may increase their motivation to engage in the games. To investigate this, I first built VEs to study the usability of 3DUI with users with ASD, since the usability of it has never been formally evaluated with this population. Then I developed a novel Customizable Virtual Human (CVH) approach and several ASD intervention games with CVH, and conducted several user studies with these systems/games to address the research questions. The results of the studies give suggest the effectiveness of applying CVH in ASD intervention training games and give the insight into the usability of 3DUI for users with ASD. Results inform new guidelines for the design of future ASD intervention games, which will use VR and 3DUI more effectively. I expect the contributions of this work will benefit to the future research of VR, computer gaming, human-computer interaction and their applications to special education. The ultimate goal is to leverage the interactive and immersive benefits of CVH, VR and 3DUI based games to improve ASD intervention training, and may help to improve the quality of life for persons with ASD.

Serious Games

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Publisher : Frontiers Media SA
ISBN 13 : 2889669440
Total Pages : 132 pages
Book Rating : 4.8/5 (896 download)

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Book Synopsis Serious Games by : Carlos Vaz De Carvalho

Download or read book Serious Games written by Carlos Vaz De Carvalho and published by Frontiers Media SA. This book was released on 2021-06-28 with total page 132 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Design and Use of Serious Games

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Publisher : Springer
ISBN 13 : 9781402095177
Total Pages : 206 pages
Book Rating : 4.0/5 (951 download)

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Book Synopsis Design and Use of Serious Games by : Marja Helena Kankaanranta

Download or read book Design and Use of Serious Games written by Marja Helena Kankaanranta and published by Springer. This book was released on 2009-08-29 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment. In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.

Advances in Usability, User Experience, Wearable and Assistive Technology

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Publisher : Springer Nature
ISBN 13 : 3030518280
Total Pages : 940 pages
Book Rating : 4.0/5 (35 download)

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Book Synopsis Advances in Usability, User Experience, Wearable and Assistive Technology by : Tareq Ahram

Download or read book Advances in Usability, User Experience, Wearable and Assistive Technology written by Tareq Ahram and published by Springer Nature. This book was released on 2020-07-01 with total page 940 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book addresses emerging issues in usability, interface design, human–computer interaction, user experience and assistive technology. It highlights research aimed at understanding human interactions with products, services and systems and focuses on finding effective approaches for improving the user experience. It also discusses key issues in designing and providing assistive devices and services for individuals with disabilities or impairment, offering them support with mobility, communication, positioning, environmental control and daily living. The book covers modeling as well as innovative design concepts, with a special emphasis on user-centered design, and design for specific populations, particularly the elderly. Further topics include virtual reality, digital environments, gaming, heuristic evaluation and forms of device interface feedback (e.g. visual and haptic). Based on the AHFE 2020 Virtual Conference on Usability and User Experience, the AHFE 2020 Virtual Conference on Human Factors and Assistive Technology, the AHFE Virtual Conference on Human Factors and Wearable Technologies, and the AHFE 2020 Virtual Conference on Virtual Environments and Game Design, held on July 16–20, 2020, it provides academics and professionals with an extensive source of information and a timely guide to tools, applications and future challenges in these fields.

Level Up!

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Publisher : Wiley
ISBN 13 : 9780470688670
Total Pages : 514 pages
Book Rating : 4.6/5 (886 download)

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Book Synopsis Level Up! by : Scott Rogers

Download or read book Level Up! written by Scott Rogers and published by Wiley. This book was released on 2010-07-06 with total page 514 pages. Available in PDF, EPUB and Kindle. Book excerpt: Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!

Embedding Culture Into Video Games and Game Design

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Publisher :
ISBN 13 : 9781003276289
Total Pages : 0 pages
Book Rating : 4.2/5 (762 download)

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Book Synopsis Embedding Culture Into Video Games and Game Design by : Rhett Loban

Download or read book Embedding Culture Into Video Games and Game Design written by Rhett Loban and published by . This book was released on 2024 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book will help game designers and those interested in games thoughtfully embed culture into video games and the game design process. This book raises the issue of how some cultures and communities are misrepresented within various video games. In response to this problem, designers can bring cultural considerations and practices into the centre focus of the game design process. The book advocates that designers put different measures in place to better prevent misrepresentations and engage with deeper understandings of culture to build culturally richer and more meaningful game worlds. The book uses the Torres Strait Virtual Reality project as a primary example in addition to other game projects to explore cultural representation in game design. Torres Strait culture is also explored and discussed more broadly throughout the book. No prior knowledge of culture studies is needed, and the book deals with higher level game design with little reference to the technical elements of game development. This unique and timely book will appeal to those interested in the implications of cultural depictions in video games and opportunities to generate deeper cultural representations through the game design process"--

Advances in Creativity, Innovation, Entrepreneurship and Communication of Design

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Author :
Publisher : Springer Nature
ISBN 13 : 3030800946
Total Pages : 627 pages
Book Rating : 4.0/5 (38 download)

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Book Synopsis Advances in Creativity, Innovation, Entrepreneurship and Communication of Design by : Evangelos Markopoulos

Download or read book Advances in Creativity, Innovation, Entrepreneurship and Communication of Design written by Evangelos Markopoulos and published by Springer Nature. This book was released on 2021-07-01 with total page 627 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book brings together experts from different areas to show how creativity drives design and innovation in different kind of businesses. It presents theories and best practices demonstrating how creativity generates technological invention, and how this, combined with entrepreneurship, leads to business innovation. It also discusses strategies to teach entrepreneurial competencies and support business developments, including aspects such as corporate social responsibility and sustainability. Moreover, the book discusses the role of human factors in understanding, communicating with and engaging users, reporting on innovative approaches for product design, development, and branding. It also discusses applications in education and well-being. Based on the AHFE 2021 Conferences on Creativity, Innovation and Entrepreneurship, and Human Factors in Communication of Design, held virtually on July 25–29 July, 2021, from USA, the book addresses a broad audience of business innovators, entrepreneurs, designers, and marketing and communication experts alike.

Designing Immersive 3D Experiences

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Publisher :
ISBN 13 : 9780137282821
Total Pages : 400 pages
Book Rating : 4.2/5 (828 download)

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Book Synopsis Designing Immersive 3D Experiences by : Renée Stevens

Download or read book Designing Immersive 3D Experiences written by Renée Stevens and published by . This book was released on 2021 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt: A Designer's Guide to Creating Realistic 3D Experiences For Extended Reality Designing Immersive 3D Experiences helps visual designers move into the fast-growing fields of 3D and extended reality (XR) design. Author Renée Stevens ( Powered by Design ) introduces a proven approach and an effective design-thinking process you can use to create successful immersive user experiences. The book is grounded in familiar design principles and explores how you can build on these foundations, adapting them for virtual and augmented reality environments. Designing Immersive 3D Experiences prepares visual designers to succeed with 3D and XR design in multiple environments, from mobile, to web, to wearables. This book begins by exploring the basics of XR and 3D immersive design, how they are evolving, and how you may already be using them. It then moves into core concepts and technologies, from computer-human interaction, to spatial computing, to projection mapping and head-mounted displays. Learn how to: Adapt ideation strategies for new XR and 3D projects while incorporating design-thinking strategies, balancing innovation with practicality, and keeping it all human Build seamless, multi-modal, and accessible user experiences and interfaces in three dimensions Harness the power of visual perception and ways to activate the senses using XR technology Augment typography and create hierarchy in physical spaces that are dynamic and uncontrollable Enhance the user experience using spatial audio and voice Explore next steps in the industry and consider the ethical implications that come with advancement.