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Proceedings Of The 2006 International Conference On Game Research And Development
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Book Synopsis Proceedings of the 2006 International Conference on Game Research and Development by :
Download or read book Proceedings of the 2006 International Conference on Game Research and Development written by and published by . This book was released on 2006 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis CyberGames 2006: International Conference on Game Research and Development by : Kevin K.W. Wong
Download or read book CyberGames 2006: International Conference on Game Research and Development written by Kevin K.W. Wong and published by . This book was released on 2006 with total page 293 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Handbook of Research on Effective Electronic Gaming in Education by : Ferdig, Richard E.
Download or read book Handbook of Research on Effective Electronic Gaming in Education written by Ferdig, Richard E. and published by IGI Global. This book was released on 2008-07-31 with total page 1762 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.
Download or read book Motion in Games written by Arjan Egges and published by Springer Science & Business Media. This book was released on 2009-11-05 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the Second International Workshop on Motion in Games, held in Zeist, The Netherlands, in November 2009. The 23 papers presented in this volume were carefully reviewed and selected. The topics covered are avoidance behaviour, behaviour and affect, crowd simulation, motion analysis and synthesis, navigation and steering, physics, rendering and video.
Book Synopsis Handbook of Research on Social Interaction Technologies and Collaboration Software: Concepts and Trends by : Dumova, Tatyana
Download or read book Handbook of Research on Social Interaction Technologies and Collaboration Software: Concepts and Trends written by Dumova, Tatyana and published by IGI Global. This book was released on 2009-07-31 with total page 938 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book explores the origin, structure, purpose, and function of socially interactive technologies known as social software"--Provided by publisher.
Book Synopsis Real-Time Rendering by : Gabriyel Wong
Download or read book Real-Time Rendering written by Gabriyel Wong and published by CRC Press. This book was released on 2017-12-19 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: Consumers today expect extremely realistic imagery generated in real time for interactive applications such as computer games, virtual prototyping, and scientific visualisation. However, the increasing demands for fidelity coupled with rapid advances in hardware architecture pose a challenge: how do you find optimal, sustainable solutions to accommodate both speed of rendering and quality? Real-Time Rendering: Computer Graphics with Control Engineering presents a novel framework for solving the perennial challenge of resource allocation and the trade-off between quality and speed in interactive computer graphics rendering. Conventional approaches are mainly based on heuristics and algorithms, are largely application specific, and offer fluctuating performance, particularly as applications become more complex. The solution proposed by the authors draws on powerful concepts from control engineering to address these shortcomings. Expanding the horizon of real-time rendering techniques, this book: Explains how control systems work with real-time computer graphics Proposes a data-driven modelling approach that more accurately represents the system behaviour of the rendering process Develops a control system strategy for linear and non-linear models using proportional, integral, derivative (PID) and fuzzy control techniques Uses real-world data from rendering applications in proof-of-concept experiments Compares the proposed solution to existing techniques Provides practical details on implementation, including references to tools and source code This pioneering work takes a major step forward by applying control theory in the context of a computer graphics system. Promoting cross-disciplinary research, it offers guidance for anyone who wants to develop more advanced solutions for real-time computer graphics rendering.
Book Synopsis The Philosophy of Computer Games by : John Richard Sageng
Download or read book The Philosophy of Computer Games written by John Richard Sageng and published by Springer Science & Business Media. This book was released on 2012-07-10 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present collection of newly written papers by philosophers and media researchers addresses a range of philosophical questions related to three issues of crucial importance for understanding the phenomenon of computer games: the nature of gameplay and player experience, the moral evaluability of player and avatar actions, and the reality status of the gaming environment. By doing so, the book aims to establish the philosophy of computer games as an important strand of computer games research, and as a separate field of philosophical inquiry. The book is required reading for anyone with an academic or professional interest in computer games, and will also be of value to readers curious about the philosophical issues raised by contemporary digital culture.
Book Synopsis ECMLG 2011 Proceedings of the 7th European Conference on Management Leadership and Governance by : Charles Despres
Download or read book ECMLG 2011 Proceedings of the 7th European Conference on Management Leadership and Governance written by Charles Despres and published by Academic Conferences Limited. This book was released on 2011-06-10 with total page 826 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Author :Management Association, Information Resources Publisher :IGI Global ISBN 13 :1609601963 Total Pages :2164 pages Book Rating :4.6/5 (96 download)
Book Synopsis Gaming and Simulations: Concepts, Methodologies, Tools and Applications by : Management Association, Information Resources
Download or read book Gaming and Simulations: Concepts, Methodologies, Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2010-11-30 with total page 2164 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.
Book Synopsis Handbook of Research on Pathways and Opportunities Into the Business of Esports by : Andrews, Sharon
Download or read book Handbook of Research on Pathways and Opportunities Into the Business of Esports written by Andrews, Sharon and published by IGI Global. This book was released on 2021-06-25 with total page 473 pages. Available in PDF, EPUB and Kindle. Book excerpt: Esports have attracted considerable attention over the past few years and become an industry that is projected to continue to increase rapidly. Intersecting with the esports industry are organizations and businesses that develop and support the esports game experience. Included is the entrepreneurial spirit of gamers, who are interested in creating their own career paths through capturing and posting gaming microassists on different public venues that are driven by advertising dollars, invitational competition monetary winnings, and other forms of marketing their expertise for financial gain. All these organizations and industries form satellites of career opportunities as well as opportunities for research and enhanced forward-leaning study. Such career opportunities can be explicitly addressed within the structure of university degree and micro-credential certificate programs, some of which have begun to offer esports-directed degrees, but most of which have not yet moved from esports clubs into a recognition of the business and industry monetization of esports. The Handbook of Research on Pathways and Opportunities Into the Business of Esports addresses the intersection of esports gaming and the business and industry of esports, rather than an exploration of the video games themselves. It is the supporting and intersecting industry driven by esports and the vast opportunities this brings that are the foci of this book. Covering topics including digital learning, esport marketing curriculum, and gaming culture, this text is essential for business professionals, industry analysts, entrepreneurs, managers, coaches, marketers, advertisers, brand managers, university and college administrators, faculty and researchers, students, professors, and academicians.
Book Synopsis Online Multiplayer Games by : William Sims Bainbridge
Download or read book Online Multiplayer Games written by William Sims Bainbridge and published by Springer Nature. This book was released on 2022-05-31 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society. Table of Contents: Introduction / Historical-Cultural Origins / Technical Constraints / Rolecoding and Social Control / Personality and Motivation / Avatars and Characters / Virtual Professions and Economies / Social Relations Inside Games / Implications for External Society
Book Synopsis Indexing and Retrieval of Non-Text Information by : Diane Rasmussen Neal
Download or read book Indexing and Retrieval of Non-Text Information written by Diane Rasmussen Neal and published by Walter de Gruyter. This book was released on 2012-10-30 with total page 440 pages. Available in PDF, EPUB and Kindle. Book excerpt: The scope of this volume will encompass a collection of research papers related to indexing and retrieval of online non-text information. In recent years, the Internet has seen an exponential increase in the number of documents placed online that are not in textual format. These documents appear in a variety of contexts, such as user-generated content sharing websites, social networking websites etc. and formats, including photographs, videos, recorded music, data visualizations etc. The prevalence of these contexts and data formats presents a particularly challenging task to information indexing and retrieval research due to many difficulties, such as assigning suitable semantic metadata, processing and extracting non-textual content automatically, and designing retrieval systems that "speak in the native language" of non-text documents.
Book Synopsis New Possibilities for the Past by : Penney Clark
Download or read book New Possibilities for the Past written by Penney Clark and published by UBC Press. This book was released on 2011-08-22 with total page 410 pages. Available in PDF, EPUB and Kindle. Book excerpt: The place of history in school curricula has sparked heated debate in Canada. Is Canadian history dead? Who killed it? Should history be put in the service of nation? Can any history be truly inclusive? New Possibilities for the Past advances the debate by shifting the focus from what should be included in a nation’s history to how we should think about and teach the past. Museum educators, secondary school teachers, historians, and history educators document the state of history education research. They go on to consider the implications of the research for classrooms from kindergarten to graduate school and in other contexts such as museums, virtual environments, and public institutional settings. This book takes into consideration the perspectives of indigenous peoples, the citizens of Quebec, and advocates of citizenship education. This volume sets a comprehensive research agenda for educators, policy-makers, and historians to help students learn about and, more importantly, understand the significance of the past.
Book Synopsis Handbook of Research on Web 2.0, 3.0, and X.0: Technologies, Business, and Social Applications by : Murugesan, San
Download or read book Handbook of Research on Web 2.0, 3.0, and X.0: Technologies, Business, and Social Applications written by Murugesan, San and published by IGI Global. This book was released on 2009-11-30 with total page 1116 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book provides a comprehensive reference source on next generation Web technologies and their applications"--Provided by publisher.
Book Synopsis Engineering Practice in a Global Context by : Bill Williams
Download or read book Engineering Practice in a Global Context written by Bill Williams and published by CRC Press. This book was released on 2013-09-03 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume aims to provide the reader with a broad cross-section of empirical research being carried out into engineers at work. The chapters provide pointers to other relevant studies over recent decades – an important aspect, we believe, because this area has only recently begun to coalesce as a field of study and up to now relevant empirical research has tended to be published across a range of academic disciplines. This lack of readily available literature might explain why contemporary notions of engineering have drifted far from the realities of practice and are in urgent need of revision. The principal focus is on what empirical studies tell us about the social and technical aspects of engineering practice and the mutual interaction between the two. After a foreword by Gary Lee Downey, the research presented by the various chapter authors is based on empirical data from studies of engineers working in a variety of global settings that include Australia, Ireland, Portugal, South Asia, Switzerland, the UK and the US The following groups of readers are addressed: •researchers and students with an interest in engineering practice, •professional engineers, particularly those interested in research on engineering practice, •engineering educators, •people who employ, recruit or work with engineers. Providing a much clearer picture of engineering practice and its variations than has been available until now, the book is of interest to engineers and those who work with them. At the same time it provides invaluable resource material for educators who are aiming for more authentic learning experiences in their classrooms. Further information, visit the website Engineering Practice in a Global Context Online: http://epr.ist.utl.pt/EPGC/
Book Synopsis Choosing and Using Digital Games in the Classroom by : Katrin Becker
Download or read book Choosing and Using Digital Games in the Classroom written by Katrin Becker and published by Springer. This book was released on 2016-09-29 with total page 429 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.
Book Synopsis Serious Games for Healthcare: Applications and Implications by : Arnab, Sylvester
Download or read book Serious Games for Healthcare: Applications and Implications written by Arnab, Sylvester and published by IGI Global. This book was released on 2012-07-31 with total page 370 pages. Available in PDF, EPUB and Kindle. Book excerpt: With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment. Serious Games for Healthcare: Applications and Implications will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.