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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...
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 ...
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.
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.
With the prevalence of social media, businesses and other organizations have a growing need to utilize various online media platforms and sites to engage and interact with their potential consumer base. Virtual communities and social networking can provide an effective escape route from the limits imposed by traditional media. Using optimal strategies can lead to more successful outcomes when using these platforms. Modern Perspectives on Virtual Communications and Social Networking provides innovative insights into connection and conversation through internet media that foster trust, commitment, and transparency in business. The content within this publication represents the potential to create virtual bonds with consumers through the observation of buying behavior, social media best practices, and digital marketing strategies. It is designed for business professionals, academicians, consultants, managers, marketers, and researchers and covers topics centered on the use of online media as a method of reaching a wider population.
This book constitutes the refereed proceedings of the First International Conference on E-learning and Games, Edutainment 2006, held in Hangzhou, China in April 2006. The 121 revised full papers and 52 short papers presented together with the abstracts of 3 invited papers and those of the keynote speeches cover a wide range of topics, including e-learning platforms and tools, learning resource management, practice and experience sharing, e-learning standards, and more.
This book constitutes the refereed proceedings of the 6th International Conference on Well-Being in the Information Society, WIS 2016, held in Tampere, Finland, in September 2016. The 21 revised full papers presented were carefully reviewed and selected from 42 submissions. With the core topic "Building Sustainable Health Ecosystems" WIS 2016 focused on innovations and fresh ideas in the cross-section of urban living, information society and health as understood in a wide sense. The papers presented in this volume are organized along the following seven broad topics: 1. Macro level considerations of e-health and welfare, 2.Welfare issues of children, youth, young elderly and seniors, 3. Analytics issues of eHealth and welfare, 4. National/regional initiatives in eHealth and welfare, and 5. Specific topics of eHealth. The papers in these topics span qualitative and quantitative analysis, empirical surveys, case studies as well as conceptual work.
Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi ...
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.