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This book constitutes the refereed proceedings of the First Joint International Conference on Interactive Digital Storytelling, ICIDS 2008, held in Erfurt, Germany, in November 2008. The 19 revised full papers, 5 revised short papers, and 5 poster papers presented together with 3 invited lectures and 8 demo papers were carefully reviewed and selected from 62 submission. The papers are organized in topical sections on future perspectives on interactive digital storytelling, interactive storytelling applications, virtual characters and agents, user experience and dramatic immersion, architectures for story generation, models for drama management and interacting with stories, as well as authoring and creation of interactive narrative.
Print version originally published: Mahwah, NJ. : L. Erlbaum, 2004.
Use Unity-based examples to understand fundamental mathematical concepts and see how they are applied when building modern video game functionality. You will gain the theoretical foundation you need, and you will know how to examine and modify an implementation. This book covers points in a 3D Cartesian coordinate system, and then discusses vectors and the details of dot and cross products. Basic mathematical foundations are illustrated through Unity-based example implementations. Also provided are examples showing how the concepts are applied when implementing video game functionality, such as collision support, motion simulations, autonomous behaviors, shadow approximations, and reflection...
How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, ...
A more trusted environment for the management and use of health information would undoubtedly help to consolidate and accelerate the use of health informatics solutions as change mechanisms to drive the establishment and adoption of new models of care, as well as new technology-oriented healthcare processes. This book presents 35 papers from the Australian National Health Informatics Conference (HIC 2012), held in Sydney, Australia, in July and August 2012. The theme of the conference is ‘Health Informatics - Building a Healthcare Future Through Trusted Information’, and emphasises the importance of assuring the integrity and security of health data and communications. The papers range f...
A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games. Flow--as conceptualized by the psychologist Mihaly Csikszentmihalyi--describes an experience of "being in the zone," of intense absorption in an activity. It is a central concept in the study of video games, although often applied somewhat uncritically. In Against Flow, Braxton Soderman takes a step back and offers a critical assessment of flow's historical, theoretical, political, and ideological contexts in relation to video games. With close readings of games that implement and represent flow, Soderman not only evaluates the concept of flow in terms of video games but also presents a general critique of flow and its sibling, play.
Games Data Science delivers an excellent introduction to this new domain and provides the definitive guide to methods and practices of computer science, analytics, and data science as applied to video games.
The rich programme of ICIDS 2009, comprising invited talks, technical pres- tations and posters, demonstrations, and co-located post-conference workshops clearly underscores the event’s status as premier international meeting in the domain. It thereby con?rms the decision taken by the Constituting Committee of the conference series to take the step forward: out of the national cocoons of its precursors, ICVS and TIDSE, and towards an itinerant platform re?ecting its global constituency. This move re?ects the desire and the will to take on the challenge to stay on the lookout, critically re?ect upon and integrate views and ideas,?ndingsandexperiences,andtopromoteinterdisciplinaryexchange,wh...
In recent years, large digital platforms have been in the doghouse of antitrust decision-makers worldwide. Antitrust regulators agree, urgent intervention is needed. Interestingly, it is the plight of victimized suppliers—of merchants, app developers, publishers, platform labourers, and the like, who are upstream in the value chain—that has topped the policy agenda, prompting scrutiny of an almost unprecedented intensity. Amid such anxieties, Antitrust and Upstream Platform Power Plays asks a somewhat provocative question: are upstream platform power plays really 'competition problems', and ones for antitrust, at that? The obvious answer—'yes'—is deceptively simple for a number of re...
After working through Building Problem Solvers, readers should have a deep understanding of pattern directed inference systems, constraint languages, and truth maintenance systems.