Computer Games Technology

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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.

Author(s): Jovan Pehcevski
Publisher: Arcler Press
Year: 2022

Language: English
Pages: xxiv; 515
City: Burlington
Tags: Computer and Information Science; 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