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Books > Computing & IT > Computer software packages > Computer games
This book provides an overview of concepts and challenges in intis
investigated using structural equation modeling. The conveyed
understanding of gaming QoE, empirical eraction quality in the
domain of cloud gaming services. The author presents a unified
evaluation approach by combining quantitative subjective assessment
methods in a concise way. The author discusses a measurement tool,
Gaming Input Quality Scale (GIPS), that assesses the interaction
quality of such a service available. Furthermore, the author
discusses a new framework to assess gaming Quality of Experience
(QoE) using a crowdsourcing approach. Lastly, based on a large
dataset including dominant network and encoding conditions, the
evaluation method is investigated using structural equation
modeling. The conveyed understanding of gaming QoE, empirical
findings, and models presented in this book should be of particular
interest to researchers working in the fields of quality and
usability engineering, as well as service providers and network
operators.
Working with Video Gamers and Games in Therapy moves beyond
stereotypes about video game addiction and violence to consider the
role that games play in psychological experiences and mental
health. Chapters examine the factors that compel individual gamers
to select and identify with particular games and characters, as
well as the different play styles, genres, and archetypes common in
video games. For clinicians looking to understand their clients'
relationships with video games or to use games as a therapeutic
resource in their own practice, this is a thoughtful,
comprehensive, and timely resource.
Game Devs & Others: Tales from the Margins tell the true
stories of life in the industry by people of color, LGBTQIA and
other marginalized identities. This collection of essays give
people a chance to tell their stories and to let others know what
life on the other side of the screen is like when you're not part
of the supposed "majority". Key Features This book is perfect for
anyone interested in getting into the games industry who feels they
have a marginalized identity For those who wish to better diversify
their studio or workplace who may or may not have access to
individuals that could or would share their stories about the
industry Includes initiatives aimed at diversifying the industry
that have a positive or negative impact on the ongoing discussions
Coverage of ajor news items about diversity, conferences aimed at
or having diversity at its core of content and mission are
discussed Included essays are written with as little game dev
specific jargon as possible, makeing it accessible to people
outside the industry as well as those in the scene but that may not
have all the insider lingo
The last several years have seen mass uprisings and dynamic social
movements across the globe, from the onset of the Arab Spring in
2011, to the Black Lives Matter movement following Michael Brown's
death in Ferguson, Missouri in 2014. There is no doubt that social
media platforms such as Facebook and Twitter accelerated and
facilitated these uprisings, providing a way for people to organize
and express themselves despite government repression. From Tahrir
Square to Ferguson: Social Networks as Facilitators of Social
Movements attempts to answer the question of whether these
movements could have succeeded before the advent of the Internet
age. From political protest to regime change, social movements have
become increasingly digital. Taking on the current political
climate from an international perspective, From Tahrir Square to
Ferguson: Social Networks as Facilitators of Social Movements
attempts to address the issues of a growing social media audience
facing a wide variety of social and political issues.
Photoshop is not just for photographers anymore. Photoshop 3D for
Animators is one of the only titles available that discusses 3D
Photoshop techniques specifically for animators. Now with Adobe
CS5, 3D Digital artists can integrate 3D models into Photoshop or
create 3D models in Photoshop with the high capability to
customize, edit and animate. With Photoshop 3D for Animators,
explore the new 3D tools and techniques that will enhance your
animation pipeline and workflows with the Adobe Suite softwares,
including After Effects and Flash. Explore the ins and outs of
Adobe Photoshop and expand your 3D expertise with the comprehensive
guide to Adobe 3D toolset for animators. Customize Adobe CS5 tools
for your specific, animation workflow and integrate your 3D models
with Adobe Flash and the entire Adobe Suite platform with ease.
Learn to manipulate 3D images as well as import 3D content from the
Adobe creative suite. With in-depth, step-by-step tutorials,
explore lighting, digital painting, texturing and rendering for 2D
and 3D the power of Adobe Photoshop software. Enhance your digital
workflow and expand your expertise with this hands-on guide to
Photoshop CS5. Includes downloadable resources with source files,
working samples and models.
Call of Duty is the most culturally significant video game
franchise of the 21st century. Since the first game was released
for PC in 2003, the franchise has sold over 250 million copies and
been complemented by merchandise ranging from toys and comic books
to a special edition Jeep Wrangler. The top players can even
compete for millions in prize money in tournaments sanctioned by
the Call of Duty World League.While the gaming community has
reported on and debated over each development, there has not been
much formal scholarship on Call of Duty games. This collection
fills that void by examining the ideologically charged campaign
mode of major franchise releases, with a special focus on
militarism, realism, and gender. After reading this book, you will
never just play Call of Duty again.
Game studies has been an understudied area within the emerging
field of digital media and religion. Video games can reflect,
reject, or reconfigure traditionally held religious ideas and often
serve as sources for the production of religious practices and
ideas. This collection of essays presents a broad range of
influential methodological approaches that illuminate how and why
video games shape the construction of religious beliefs and
practices, and also situates such research within the wider
discourse on how digital media intersect with the religious worlds
of the 21st century. Each chapter discusses a particular method and
its theoretical background, summarizes existing research, and
provides a practical case study that demonstrates how the method
specifically contributes to the wider study of video games and
religion. Featuring contributions from leading and emerging
scholars of religion and digital gaming, this book will be an
invaluable resource for scholars in the areas of digital culture,
new media, religious studies, and game studies across a wide range
of disciplines.
A compendium of sweet and savoury recipes inspired by Blizzard's
hit online card game, Hearthstone: Heroes of Warcraft. Featuring a
dynamic in-world design, this fun and engaging cookbook is an
exciting follow-up to World of Warcraft: The Official Cookbook.
Including food pairings for each dish and tips on adapting meals to
specific diets, this portable little cookbook is the perfect
culinary guide for weary travellers from Azeroth and beyond.
Character rigging is the method with which you create a system for
animating a character. A rig is represented by two primary
mechanics: the skeleton, consisting of hierarchical rotations to
drive the motions, and a skin, or method of deforming the geometry
that makes up the character model. Essential Skills in Character
Rigging is a beginner's guide to learning and understanding the
essential aspects of character setup, evaluation, skeletal
construction, and deformation. Borrowing from the author's
extensive experience in the field, it presents the primary
theories, constructs, and objectives for constructing a basic rig
from the ground up, just as it would be done in a professional
studio. The book explains the basic elements of hierarchies,
skeletons, kinematics, deformation, skinning, and creating
relationships between nodes. It gives hands-on experience with
taking a completed character model and setting it up with a
skeleton with kinematics and soft-skin deformation. It also gives
specific instructions on using inverse kinematics systems, and how
to set up the essential mechanics of a human rig with these
systems. All of these lessons are conducted using a simplistic,
conversational style that keeps technical and mathematical jargon
to a minimum. The book also includes video tutorials corresponding
to specific modules. Essential Skills in Character Rigging takes
aspiring character artists through the vital components in the
process of taking a 3D character model and turning it into an
animatable rig that is ready for production in film or games. It
identifies the universal fundamentals at work behind character
rigging, and the practical complexities of the process are broken
down into simple steps that are easy to comprehend and execute.
Scholars and professionals from all over the world, across
experience levels and the gender and sexuality spectrum, share
experiences and analysis of romance and sexuality in video games.
Whether discussing casual sex in the Star Wars universe; analyzing
various Otome games; examining "the gaze" in various games; player
romance behavior in games; or exploring the ethical ramifications
of sexuality in virtual reality and other emerging technologies,
this book discusses what players want in video game romance, and
how developers can best deliver it. Key Features: Examines the
past, present, and future of romance in single-player, role-playing
games Discusses common presentations of romance in single-player,
role-playing games- both in the category and game mechanics that
drive romance Discusses research on how players define a satisfying
game romance and what specific steps narrative designers can take
to design satisfying games Explains the notion of the empathic game
and explores its importance in relation to romance in game design
Game Programming for Artists provides a foundation for artists and
creatives to jumpstart learning to program their own games. It is
an accessible and conversational guide focused on three areas:
basic programming, understanding game engines, and practical code
for commonly employed game systems. The best way to get into games
is to make one, and this book will help artists do that!
Written for the new generation of hobbyists and aspiring game
developers, HTML5 Game Development from the Ground Up with
Construct 2 shows you how to use the sophisticated yet
user-friendly HTML5-based game engine Construct 2 to develop and
release polished, two-dimensional games on a multitude of different
platforms. The book also covers the foundational knowledge of game
analysis and design based on the author's research and teaching
experiences at DigiPen Institute of Technology, James Cook
University, and other institutions. The author first helps you
understand what really matters in games. He guides you in becoming
a better game designer from the ground up, being able to play any
game critically, and expressing your ideas in a clear and concise
format. The book then presents step-by-step tutorials on designing
games. It explains how to build an arcade-style game as well as a
platformer integrating some physics elements. It also shows you how
to create a more complex puzzle game the author's own published
game, Turky on the Run. Lastly, the book discusses different ways
to deploy and monetize games across several platforms, including
Facebook, iOS, Android, and web-based marketplaces. Sample
Construct 2 project files for the games designed in the book are
available on the author's website. Integrating hands-on guidance
with theoretical game design concepts, this book gives you a solid
foundation in game development. It will help you advance in your
journey as an indie game developer.
Game Programming for Artists provides a foundation for artists and
creatives to jumpstart learning to program their own games. It is
an accessible and conversational guide focused on three areas:
basic programming, understanding game engines, and practical code
for commonly employed game systems. The best way to get into games
is to make one, and this book will help artists do that!
Digital technology plays an important role in the everyday lives of
people. New types of 'digital sports', (sport) gaming, exergaming,
cybersport and eSports increase in popularity all over the world
and are even challenging the modern and hegemonic concept of sport.
Modern games can hardly be compared with the first generation of
electronic games, as the diversity of games has increased
dramatically. Philosophers (of sport) have much to say about these
new forms of digital play. This book bridges the gap between 'game
studies' and current topics within the philosophy of sport
literature. It does so by dealing with a variety of topics in which
the virtual or the electronic takes over, contradicts or melts with
current sports as we know it. This book deals with a variety of
conceptual and moral questions, such as: Can video games and
eSports be considered as sports activities or not? Are motor skills
a defining characteristic of eSports? Can the personal identity be
explored within the virtual world? What is happening in a virtual
(game) world? How playful is a virtual environment? How do moral
standards change in a digital game and how does the game-person and
role-playing relate to the real person? This book was originally
published as a special issue of Sport, Ethics and Philosophy.
Design and Implementation of 3D Graphics Systems covers the
computational aspects of geometric modeling and rendering 3D
scenes. Special emphasis is given to the architectural aspects of
interactive graphics, geometric modeling, rendering techniques, the
graphics pipeline, and the architecture of 3D graphics systems. The
text describes basic 3D computer graphics algorithms and their
implementation in the C language. The material is complemented by
library routines for constructing graphics systems, which are
available for download from the book's website. This book, along
with its companion Computer Graphics: Theory and Practice, gives
readers a full understanding of the principles and practices of
implementing 3D graphics systems.
Fictional war narratives often employ haunted battlefields,
super-soldiers, time travel, the undead and other imaginative
elements of science fiction and fantasy. This encyclopedia catalogs
appearances of the strange and the supernatural found in the war
stories of film, television, novels, short stories, pulp fiction,
comic books and video and role-playing games. Categories explore
themes of mythology, science fiction, alternative history,
superheroes and ""Weird War.
Fluid simulation is a computer graphic used to develop realistic
animation of liquids in modern games. The Art of Fluid Animation
describes visually rich techniques for creating fluid-like
animations that do not require advanced physics or mathematical
skills. It explains how to create fluid animations like water,
smoke, fire, and explosions through computer code in a fun manner.
The book presents concepts that drive fluid animation and gives a
historical background of the computation of fluids. It covers many
research areas that include stable fluid simulation, flows on
surfaces, and control of flows. It also gives one-paragraph
summaries of the material after each section for reinforcement.
This book includes computer code that readers can download and run
on several platforms so they can extend their work beyond what is
described in the book. The material provided here is designed to
serve as a starting point for aspiring programmers to begin
creating their own programs using fluid animation.
The indie game developer's complete guide to running a studio. The
climate for the games industry has never been hotter, and this is
only set to continue as the marketplace for tablets, consoles and
phones grow. Seemingly every day there is a story of how a
successful app or game has earned thousands of downloads and
revenue. As the market size increases, so does the number of people
developing and looking to develop their own app or game to publish.
The Indie Game Developer Handbook covers every aspect of running a
game development studio from the initial creation of the game
through to completion, release and beyond. Accessible and complete
guide to many aspects of running a game development studio from
funding and development through QA, publishing, marketing, and
more. Provides a useful knowledge base and help to support the
learning process of running an indie development studio in an
honest, approachable and easy to understand way. Case studies,
interviews from other studies and industry professionals grant an
first-hand look into the world of indie game development
Demystifies the Processes of Game DevelopmentGame Development for
iOS with Unity3D takes you through the complete process of Unity
iOS game development. A game developer for over 12 years, the
author presents production-proven techniques and valuable tips and
tricks needed to plan, build, test, and launch games for the
iPhone, iPod, and iPad. He walks you through all the necessary
procedures, including how to publish your game to the App Store.
Encompasses the Whole Range of iOS Game DevelopmentThis practical
book begins with advice on writing a game design document and
getting Apple developer certification. It then covers the build
processes of the Unity Remote application and explains how to use
the Unity editor. After focusing on debugging and optimization, the
author describes tips for designing and marketing a successful App
Store page. The book also features two iOS-ready games to explore,
adapt, and play. Source files for the game examples are available
at www.crcpress.com. Guides You in Creating a Functional iOS Game
Accessible to indie game developers and small- to medium-sized
studios, this hands-on guide gives you the tools and knowledge
needed to start building and launching iOS games. It helps you
create games using Unity3D and publish them to the App Store.
Physics is really important to game programmers who need to know
how to add physical realism to their games. They need to take into
account the laws of physics when creating a simulation or game
engine, particularly in 3D computer graphics, for the purpose of
making the effects appear more real to the observer or player.The
game engine needs to recognize the physical properties of objects
that artists create, and combine them with realistic motion. The
physics ENGINE is a computer program that you work into your game
that simulates Newtonian physics and predict effects under
different conditions. In video games, the physics engine uses
real-time physics to improve realism. This is the only book in its
category to take readersandnbsp;throughandnbsp;the process
ofandnbsp;building a complete game-ready physics engine from
scratch.andnbsp;The Cyclone game engine featured in the book was
written specifically for this book and has beenandnbsp;utilized in
iPhone application development and Adobe Flash projects.andnbsp;
There is a good deal of master-class level information available,
but almost nothing in any format that teaches the basics in a
practical way. The second edition includes NEW
and/orandnbsp;revised material on collision detection, 2D physics,
casual game physics for Flash games, more references, a glossary,
and end-of-chapter exercises. The companion website will include
the full source code of the Cyclone physics engine, along with
example applications that show the physics system in
operation.andnbsp;
Corona SDK is one of the most powerful tools used to create games
and apps for mobile devices. The market requires speed; new
developers need to operate quickly and efficiently. Create 2D
Mobile Games with Corona SDK gives you the tools needed to master
Corona - even within the framework of professional constraints. A
must-read guide, this book gives you fast, accurate tips to learn
the programming language necessary to create games. Read it
sequentially or as an FAQ and you will have the tools you need to
create any base game before moving on to advanced topics. The
tutorial-based format: Contains step-by-step directions complete
with coding and screenshots Is filled with tutorials, tips, and
links to useful online resources Includes a comprehensive companion
website featuring online exercise files to practice coding, full
build samples from the text, additional book details, and more!
At the edge of one of America's most defining eras in its history,
salvation comes from the most unlikely source: video games. Playin'
To Win: A Surgeon, Scientist and Parent Examines the Upside of
Video Games, is inspired, in part, by many edgy titles that have
previously probed the expanse of what could be. It is a
Freakanomics with a more grassroots subject matter that elicits an
instantaneous visceral response from citizens of every walk of
life. It is an Everything Bad Is Good For You with grittier details
on how the unexpected can be incorporated into raising our society
to the next level. Ultimately, it makes a case that video games can
promote a Tipping Point with a focus on contributing to real world
solutions. It is direct, thought-provoking and consistently
challenges perceptions of the boundaries of reality. It has to be!
Because the readers will be the first to bear witness: this is a
call for the start of a second American Revolution!
Coarse-grained reconfigurable architecture (CGRA) has emerged as a
solution for flexible, application-specific optimization of
embedded systems. Helping you understand the issues involved in
designing and constructing embedded systems, Design of Low-Power
Coarse-Grained Reconfigurable Architectures offers new frameworks
for optimizing the architecture of components in embedded systems
in order to decrease area and save power. Real application
benchmarks and gate-level simulations substantiate these
frameworks. The first half of the book explains how to reduce power
in the configuration cache. The authors present a low-power
reconfiguration technique based on reusable context pipelining that
merges the concept of context reuse into context pipelining. They
also propose dynamic context compression capable of supporting
required bits of the context words set to enable and the redundant
bits set to disable. In addition, they discuss dynamic context
management for reducing power consumption in the configuration
cache by controlling a read/write operation of the redundant
context words. Focusing on the design of a cost-effective
processing element array to reduce area and power consumption, the
second half of the text presents a cost-effective array fabric that
uniquely rearranges processing elements and their interconnection
designs. The book also describes hierarchical reconfigurable
computing arrays consisting of two reconfigurable computing blocks
with two types of communication structure. The two computing blocks
share critical resources, offering an efficient communication
interface between them and reducing the overall area. The final
chapter takes an integrated approach to optimization that draws on
the design schemes presented in earlier chapters. Using a case
study, the authors demonstrate the synergy effect of combining
multiple design schemes.
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