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HANDBOOK ON INTERACTIVE STORYTELLING Discover the latest research on crafting compelling narratives in interactive entertainment Electronic games are no longer considered “mere fluff” alongside the “real” forms of entertainment, like film, music, and television. Instead, many games have evolved into an art form in their own right, including carefully constructed stories and engaging narratives enjoyed by millions of people around the world. In Handbook on Interactive Storytelling, readers will find a comprehensive discussion of the latest research covering the creation of interactive narratives that allow users to experience a dramatically compelling story that responds directly to t...
Video games represent a unique blend of programming, art, music, and unbridled creativity. To the general public, they are perhaps the most exciting computer applications ever undertaken. In the field of computer science, they have been the impetus for a continuous stream of innovations designed to provide gaming enthusiasts with the most realistic and enjoyable gaming experience possible. Algorithmic and Architectural Gaming Design: Implementation and Development discusses the most recent advances in the field of video game design, with particular emphasis on practical examples of game development, including design and implementation. The target audience of this book includes educators, students, practitioners, professionals, and researchers working in the area of video game design and development. Anyone actively developing video games will benefit from the practical application of fundamental computer science concepts demonstrated in this book.
The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems encountered in game programing. The first part of the book presents practical algorithms for solving “classical” topics, such as random numbers, procedural generation, tournaments, group formations and game trees. The authors also focus on how to find a path in, create the terrain of, and make decisions in the game world. The second part introduces networking ...
This book provides an introduction and overview of the rapidly evolving topic of game narratives, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings that illustrate the nature of it. The first section deals with narrative design and theory, the second section includes social and cultural studies on game narrative, the third section focuses on new technologies and approaches for the topic, the fourth section presents practices and case studies, and the final section provides industry cases from professionals.
This book constitutes the thoroughly refereed post-proceedings of the 4th International Conference on Computers and Games, CG 2004, held in Ramat-Gan, Israel, in July 2004, and co-located with the 12th World Computer Chess Championship and the 9th Computer Olympiad. The 21 revised full papers presented together with 1 keynote article were carefully selected during two rounds of reviewing and improvement from 37 submissions. The papers cover all aspects of artificial intelligence in computer-game playing. Topics addressed are evaluation and learning, search, combinatorial games and theory opening and endgame databases, single-agent search and planning, and computer Go.
The two-volume set LNCS 3032 and LNCS 3033 constitute the thoroughly refereed post-proceedings of the Second International Workshop on Grid and Cooperative Computing, GCC 2003, held in Shanghai, China in December 2003. The 176 full papers and 173 poster papers presented were carefully selected from a total of over 550 paper submissions during two rounds of reviewing and revision. The papers are organized in topical sections on grid applications; peer-to-peer computing; grid architectures; grid middleware and toolkits; Web security and Web services; resource management, scheduling, and monitoring; network communication and information retrieval; grid QoS; algorithms, economic models, and theoretical models of the grid; semantic grid and knowledge grid; remote data access, storage, and sharing; and computer-supported cooperative work and cooperative middleware.
This is an invaluable five-volume reference on the very broad and highly significant subject of computer aided and integrated manufacturing systems. It is a set of distinctly titled and well-harmonized volumes by leading experts on the international scene.The techniques and technologies used in computer aided and integrated manufacturing systems have produced, and will no doubt continue to produce, major annual improvements in productivity, which is defined as the goods and services produced from each hour of work. This publication deals particularly with more effective utilization of labor and capital, especially information technology systems. Together the five volumes treat comprehensively the major techniques and technologies that are involved.
This is an invaluable five-volume reference on the very broad and highly significant subject of computer aided and integrated manufacturing systems. It is a set of distinctly titled and well-harmonized volumes by leading experts on the international scene.The techniques and technologies used in computer aided and integrated manufacturing systems have produced, and will no doubt continue to produce, major annual improvements in productivity, which is defined as the goods and services produced from each hour of work. This publication deals particularly with more effective utilization of labor and capital, especially information technology systems. Together the five volumes treat comprehensively the major techniques and technologies that are involved.
One of the primary topics at the center of discussion, and very often debate, between industry professionals, government officials, and the general public is the current healthcare system and the potential for an overhaul of its processes and services. Many organizations concerned for the long-term care of patients wish to see new strategies, practices, and organizational tools developed to optimize healthcare systems all over the world. One of the central engines of the current shift toward reorientation of healthcare services is virtual and mobile healthcare. Virtual and Mobile Healthcare: Breakthroughs in Research and Practice explores the trends, challenges, and issues related to the emergence of mobile and virtual healthcare. The book also examines how mobile technologies can best be used for the benefit of both doctors and their patients. Highlighting a range of topics such as smart healthcare, electronic health records, and m-health, this publication is an ideal reference source for medical professionals, healthcare administrators, doctors, nurses, practitioners, and researchers in all areas of the medical field.
Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students. The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.