فناوری بازیهای کامپیوتری
Computer Games Technology
معرفی کتاب «فناوری بازیهای کامپیوتری» (با عنوان لاتین Computer Games Technology) نوشتهٔ Jovan Pehcevski (editor) و Jovan Pehcevski (editor)، منتشرشده توسط نشر Arcler Press در سال 2022. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This book covers different topics from computer gaming technology, including educational and simulation games, games hardware, games software, and computer games for social and health purposes. Section 1 focuses on educational and simulation games, describing SIDH: a game-based architecture for a training simulator, an application of a game development framework in higher education, experiential learning in vehicle dynamics education via motion simulation and interactive gaming, and development of a driving simulator with analyzing driver's characteristics based on a virtual reality head mounted display. Section 2 focuses on games hardware, describing fast and reliable mouse picking using graphics hardware, ballooning graphics memory space in full GPU virtualization environments, platform for distributed 3D gaming, player profile management on NFC smart card for multiplayer ubiquitous games, and real-time large crowd rendering with efficient character and instance management on GPU. Section 3 focuses on games software, describing gamer's facial cloning for online interactive games, quantization of cognitive learning process by computer graphics-games, real-time animation of trees based on BBSC in computer games, a dense point-to-point alignment method for realistic 3D face morphing and animation, and knowledge encoding in game mechanics: transfer-oriented knowledge learning in desktop-3D and VR. Section 4 focuses on games for social and health purposes, describing Hall of heroes - a digital game for social skills training with young adolescents, Kinect-based exer-games tailored to Parkinson patients, and development of a gesture-based game applying participatory design to reflect values of manual wheelchair users, using the revised bloom taxonomy to analyze psychotherapeutic games. Cover Title Page Copyright DECLARATION ABOUT THE EDITOR TABLE OF CONTENTS List of Contributors List of Abbreviations Preface Section 1: Educational and Simulation Games Chapter 1 SIDH: A Game-Based Architecture for a Training Simulator Abstract Introduction Background SIDH: An Architecture for a Game-Based Simulator Fidelity in SIDH Conclusion Acknowledgments References Chapter 2 An Application of a Game Development Framework in Higher Education Abstract Introduction Game Development Frameworks in Higher Education Case Study: Applying A GDF in a Software Architercture Course Experiences of Using GDF in Software Architecture Related Work Conclusion and Future Work Acknowledgments References Chapter 3 Experiential Learning in Vehicle Dynamics Education via Motion Simulation and Interactive Gaming Abstract Introduction Experiential Learning Serious Gaming for Education Driving Simulator Game for Experiential Learning Gaming Implementation General Insights and Conclusions Acknowledgments References Chapter 4 Development of a Driving Simulator with Analyzing Driver’s Characteristics Based on a Virtual Reality Head Mounted Display Abstract Introduction Advantages and Disadvantages of Driving Simulations Research Hypothesis Experimental Setup Experimental Results and Discussion Conclusions References Section 2: Games Hardware Chapter 5 Fast and Reliable Mouse Picking Using Graphics Hardware Abstract Introduction Related Work Hardware Accelerated Picking Experimental Results and Discussion Conclusions and Future Work Acknowledgments References Chapter 6 Ballooning Graphics Memory Space in Full GPU Virtualization Environments Abstract Introduction Background and Motivation Performance Evaluation Related Works Conclusion and Future Works Acknowledgments References Chapter 7 Platform for Distributed 3D Gaming Abstract Introduction Gaming Platforms Analysis: State of the Art in Consoles, Pc and Set Top Boxes Games@Large Framework Games@Large Framework Components Experimental Results Conclusions Acknowledgments References Chapter 8 Player Profile Management on NFC Smart Card for Multiplayer Ubiquitous Games Abstract Introduction Player Profile Definition For Mug (MUGPP) Smart Cards in the Management of User Profiles Playing Mugs With NFC Smart Cards Architecture to Manage MUGPP on An NFC Smart Card Mug PPM Use Cases Conclusions and Perspectives References Chapter 9 Real-Time Large Crowd Rendering with Efficient Character and Instance Management on GPU Abstract Introduction Related Work System Overview Fundamentals of Lod Selection and Character Animation Source Character and Instance Management Experiment and Analysis Conclusion Acknowledgments References Section 3: Games Software and Features Chapter 10 Gamer’s Facial Cloning for Online Interactive Games Abstract Introduction Previous and Related Work Preliminary Concepts Face Analysis Face Synthesis Interactive System Conclusions Acknowledgments References Chapter 11 A Quantisation of Cognitive Learning Process by Computer Graphics-Games: Towards More Efficient Learning Models Abstract Introduction Methods and Materials Results and Discussion Conclusion and Future Works References Chapter 12 Real Time Animation of Trees Based on BBSC in Computer Games Abstract Introduction Bbsc-Based Tree Modeling Model for Physical Simulation of Wind Animation of Bbsc-Based Trees Results and Conclusions Conclusions Acknowledgment References Chapter 13 Knowledge Encoding in Game Mechanics: Transfer-Oriented Knowledge Learning in Desktop-3D and VR Abstract Introduction Related Work Gamified Knowledge Encoding Gamified Training Environment for Affine Transformations Experimental Design Measures Results Discussion Conclusion and Future Work Acknowledgments References Section 4: Games for Social and Health purposes Chapter 14 Hall of Heroes: A Digital Game for Social Skills Training with Young Adolescents Abstract Introduction Methods Results and Discussion Conclusion References Chapter 15 Kinect-Based Exergames Tailored to Parkinson Patients Abstract Introduction Materials and Methods in the Design and Implementation of a Kinect-Based Interactive 3D Exergame Platform The Balloon Goon Game The Slope Creep Game Discussion and Future Work References Chapter 16 Development of a Gesture-Based Game Applying Participatory Design to Reflect Values of Manual Wheelchair Users Abstract Introduction Value-Guided Approaches To Design Designing A Gesture-Based Game With Wheelchair Users Evaluating The Enjoyment Of The Game Discussion Limitations Conclusions References Chapter 17 Using the Revised Bloom Taxonomy to Analyze Psychotherapeutic Games Abstract Introduction Methodology Discussion Conclusion References Index Back Cover
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