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Books > Computing & IT > Computer software packages > Computer games
This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development, step by step. The theory behind each step is fully explained. This book contains numerous color illustrations and access to all source code and companion videos. Key Features: Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner toward professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020, including 2D game development, prefabs, cameras, animation, character controllers, lighting, and sound. Includes a step-by-step introduction to Unity 2019.3. Extensive coverage of GIMP, Audacity, and MuseScore for the creation of 2D graphics, sound effects, and music. All required software is free to use for any purpose including commercial applications and games. Franz Lanzinger is the owner and chief game developer of Lanzinger Studio, an independent game development and music studio in Sunnyvale, California. He started his career in game programming in 1982 at Atari Games, Inc., where he designed and programmed the classic arcade game Crystal Castles. In 1989, he joined Tengen, where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. He co-founded Bitmasters, where he designed and coded games including Rampart and Championship Pool for the NES and SNES, and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996, he founded Actual Entertainment, publisher and developer of the Gubble video game series. He has a B.Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. He is a professional author, game developer, accompanist, and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender.
This book provides a deep understanding of state-of-art methods for simulation of heterogeneous crowds in computer graphics. It will cover different aspects that are necessary to achieve plausible crowd behaviors. The book will be a review of the most recent literature in this field that can help professionals and graduate students interested in this field to get up to date with the latest contributions, and open problems for their possible future research. The chapter contributors are well known researchers and practitioners in the field and they include their latest contributions in the different topics required to achieve believable heterogeneous crowd simulation. Provides crowd simulation methodology to populate virtual environments, for video games or any kind of applications that requires believable multi-agent behavior Presents the latest contributions on crowd simulation, animation, planning, rendering and evaluation with detailed algorithms for implementation purposes Includes perspectives of both academic researchers and industrial practitioners with reference to open source solutions and commercial applications, where appropriate
Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both applications in scientific visualization and real-time rendering. Starts with the basics (texture-based ray casting) and then improves and expands the algorithms incrementally. Book includes source code, algorithms, diagrams, and rendered graphics.
This book explains how to use the symbolic differentiation system D* for applications in computer games and engineering simulation. The authors describe how to create procedural 3D geometric models, link them together to form multibody physical systems, and simulate and display their physical behavior in real time. The symbolic differentiation capabilities of D* can be used in a wide variety of technical applications, including computer graphics, engineering, and mechanical simulation. Two Lagrangian physics simulation and procedural 3D geometric modeling are developed in great detail.
Advances in sequencing technology have allowed scientists to study the human genome in greater depth and on a larger scale than ever before - as many as hundreds of millions of short reads in the course of a few days. But what are the best ways to deal with this flood of data? Algorithms for Next-Generation Sequencing is an invaluable tool for students and researchers in bioinformatics and computational biology, biologists seeking to process and manage the data generated by next-generation sequencing, and as a textbook or a self-study resource. In addition to offering an in-depth description of the algorithms for processing sequencing data, it also presents useful case studies describing the applications of this technology.
Big Data of Complex Networks presents and explains the methods from the study of big data that can be used in analysing massive structural data sets, including both very large networks and sets of graphs. As well as applying statistical analysis techniques like sampling and bootstrapping in an interdisciplinary manner to produce novel techniques for analyzing massive amounts of data, this book also explores the possibilities offered by the special aspects such as computer memory in investigating large sets of complex networks. Intended for computer scientists, statisticians and mathematicians interested in the big data and networks, Big Data of Complex Networks is also a valuable tool for researchers in the fields of visualization, data analysis, computer vision and bioinformatics. Key features: Provides a complete discussion of both the hardware and software used to organize big data Describes a wide range of useful applications for managing big data and resultant data sets Maintains a firm focus on massive data and large networks Unveils innovative techniques to help readers handle big data Matthias Dehmer received his PhD in computer science from the Darmstadt University of Technology, Germany. Currently, he is Professor at UMIT - The Health and Life Sciences University, Austria, and the Universitat der Bundeswehr Munchen. His research interests are in graph theory, data science, complex networks, complexity, statistics and information theory. Frank Emmert-Streib received his PhD in theoretical physics from the University of Bremen, and is currently Associate professor at Tampere University of Technology, Finland. His research interests are in the field of computational biology, machine learning and network medicine. Stefan Pickl holds a PhD in mathematics from the Darmstadt University of Technology, and is currently a Professor at Bundeswehr Universitat Munchen. His research interests are in operations research, systems biology, graph theory and discrete optimization. Andreas Holzinger received his PhD in cognitive science from Graz University and his habilitation (second PhD) in computer science from Graz University of Technology. He is head of the Holzinger Group HCI-KDD at the Medical University Graz and Visiting Professor for Machine Learning in Health Informatics Vienna University of Technology.
Before the enormously successful NES console changed the video game landscape in the 1980s, Nintendo became famous for producing legendary arcade machines like Donkey Kong and Mario Bros. Drawing on original interviews, news reports and other documents, this book traces Nintendo's rise from a small business that made playing cards to the top name in the arcade industry. Twenty-eight game titles are examined in-depth, along with the people and events that defined the company for more than four decades.
An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11 GPGPU Programming for Games and Science demonstrates how to achieve the following requirements to tackle practical problems in computer science and software engineering: Robustness Accuracy Speed Quality source code that is easily maintained, reusable, and readable The book primarily addresses programming on a graphics processing unit (GPU) while covering some material also relevant to programming on a central processing unit (CPU). It discusses many concepts of general purpose GPU (GPGPU) programming and presents practical examples in game programming and scientific programming. The author first describes numerical issues that arise when computing with floating-point arithmetic, including making trade-offs among robustness, accuracy, and speed. He then shows how single instruction multiple data (SIMD) extensions work on CPUs since GPUs also use SIMD. The core of the book focuses on the GPU from the perspective of Direct3D 11 (D3D11) and the High Level Shading Language (HLSL). This chapter covers drawing 3D objects; vertex, geometry, pixel, and compute shaders; input and output resources for shaders; copying data between CPU and GPU; configuring two or more GPUs to act as one; and IEEE floating-point support on a GPU. The book goes on to explore practical matters of programming a GPU, including code sharing among applications and performing basic tasks on the GPU. Focusing on mathematics, it next discusses vector and matrix algebra, rotations and quaternions, and coordinate systems. The final chapter gives several sample GPGPU applications on relatively advanced topics. Web ResourceAvailable on a supporting website, the author's fully featured Geometric Tools Engine for computing and graphics saves you from having to write a large amount of infrastructure code necessary for even the simplest of applications involving shader programming. The engine provides robust and accurate source code with SIMD when appropriate and GPU versions of algorithms when possible.
The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today's culture. It begins by assuming that video games are meaningful-not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies-which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception-can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Facade, Nintendo's Wii, and Will Wright's Spore, the book explores the ways in which textual studies concepts-authorial intention, textual variability and performance, the paratext, publishing history and the social text-can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made.
Architecture for the Commons dives into an analysis of how the tectonics of a building is fundamentally linked to the economic organizations that allow them to exist. By tracing the origins and promises of current technological practices in design, the book provides an alternative path, one that reconsiders the means of achieving complexity through combinatorial strategies. This move requires reconsidering serial production with crowdsourcing and user content in mind. The ideas presented will be explored through the design research developed within Plethora Project, a design practice that explores the use of video game interfaces as a mechanism for participation and user design. The research work presented throughout the book seeks to align with a larger project that is currently taking place in many different fields: The Construction of the Commons. By developing both the ideological and physical infrastructure, the project of the Commons has become an antidote to current economic practices that perpetuate inequality. The mechanisms of the production and governance of the Commons are discussed, inviting the reader to get involved and participate in the discussion. The current political and economic landscape calls for a reformulation of our current economic practices and alternative value systems that challenge the current market monopolies. This book will be of great interest not only to architects and designers studying the impact of digital technologies in the field of design but also to researchers studying novel techniques for social participation and cooperating of communities through digital networks. The book connects principles of architecture, economics and social sciences to provide alternatives to the current production trends.
Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues. In recent years, there have been notable improvements in visual quality and speed, making high-quality realistic real-time shadows a reachable goal. Real-Time Shadows is a comprehensive guide to the theory and practice of real-time shadow techniques. It covers a large variety of different effects, including hard, soft, volumetric, and semi-transparent shadows. The book explains the basics as well as many advanced aspects related to the domain of shadow computation. It presents interactive solutions and practical details on shadow computation. The authors compare various algorithms for creating real-time shadows and illustrate how they are used in different situations. They explore the limitations and failure cases, advantages and disadvantages, and suitability of the algorithms in several applications. Source code, videos, tutorials, and more are available on the book's website www.realtimeshadows.com.
Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as "roguelikes." For decades, this venerable genre was off the radar of most players and developers for a variety of reasons: deceptively simple graphics (often just text characters), high difficulty, and their demand that a player brings more of themselves to the game than your typical AAA title asks. This book covers many of the most prominent titles and explains in great detail what makes them interesting, the ways to get started playing them, the history of the genre, and more. It includes interviews, playthroughs, and hundreds of screenshots. It is a labor of love: if even a fraction of the author's enthusiasm for these games gets through these pages to you, then you will enjoy it a great deal. Key Features: Playing tips and strategy for newcomers to the genre Core roguelikes Rogue, Angband, NetHack, Dungeon Crawl Stone Soup, ADOM, and Brogue The "lost roguelikes" Super Rogue and XRogue, and the early RPG dnd for PLATO systems The Japanese console roguelikes Taloon's Mystery Dungeon and Shiren the Wanderer Lesser-known but extremely interesting games like Larn, DoomRL, HyperRogue, Incursion, and Dungeon Hack "Rogue-ish" games that blur the edges of the genre, including Spelunky, HyperRogue, ToeJam & Earl, Defense of the Oasis, Out There, and Zelda Randomizer Interviews with such developers as Keith Burgun (100 Rogues and Auro), Rodain Joubert (Desktop Dungeons), Josh Ge (Cogmind), Dr. Thomas Biskup (ADOM), and Robin Bandy (devnull public NetHack tournament) An interview regarding Strange Adventures in Infinite Space Design issues of interest to developers and enthusiasts Author Bio: John Harris has bumped around the Internet for more than 20 years. In addition to writing the columns @Play and Pixel Journeys for GameSetWatch and developer interviews for Gamasutra, he has spoken at Roguelike Celebration. John Harris has a MA in English Literature from Georgia Southern University.
The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field. Key Features: International experts share their research and experience in game development and design Provides readers with inside perspectives on the cross-disciplinary aspects of the industry Includes retrospective and forward-looking examinations of gaming Editor: Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.
Human Capital Systems, Analytics, and Data Mining provides human capital professionals, researchers, and students with a comprehensive and portable guide to human capital systems, analytics and data mining. The main purpose of this book is to provide a rich tool set of methods and tutorials for Human Capital Management Systems (HCMS) database modeling, analytics, interactive dashboards, and data mining that is independent of any human capital software vendor offerings and is equally usable and portable among both commercial and internally developed HCMS. The book begins with an overview of HCMS, including coverage of human resource systems history and current HCMS Computing Environments. It next explores relational and dimensional database management concepts and principles. HCMS Instructional databases developed by the Author for use in Graduate Level HCMS and Compensation Courses are used for database modeling and dashboard design exercises. Exciting knowledge discovery and research Tutorials and Exercises using Online Analytical Processing (OLAP) and data mining tools through replication of actual original pay equity research by the author are included. New findings concerning Gender Based Pay Equity Research through the lens Comparable Worth and Occupational Mobility are covered extensively in Human Capital Metrics, Analytics and Data Mining Chapters.
"A stereotype of computer science textbooks is that they are dry, boring, and sometimes even intimidating. As a result, they turn students' interests off from the subject matter instead of enticing them into it. This textbook is the opposite of such a stereotype. The author presents the subject matter in a refreshing story-telling style and aims to bring the Internet-generation of students closer to her stories." --Yingcai Xiao, The University of Akron Introduction to Middleware: Web Services, Object Components, and Cloud Computing provides a comparison of different middleware technologies and the overarching middleware concepts they are based on. The various major paradigms of middleware are introduced and their pros and cons are discussed. This includes modern cloud interfaces, including the utility of Service Oriented Architectures. The text discusses pros and cons of RESTful vs. non-RESTful web services, and also compares these to older but still heavily used distributed object/component middleware. The text guides readers to select an appropriate middleware technology to use for any given task, and to learn new middleware technologies as they appear over time without being greatly overwhelmed by any new concept. The book begins with an introduction to different distributed computing paradigms, and a review of the different kinds of architectures, architectural styles/patterns, and properties that various researchers have used in the past to examine distributed applications and determine the quality of distributed applications. Then it includes appropriate background material in networking and the web, security, and encoding necessary to understand detailed discussion in this area. The major middleware paradigms are compared, and a comparison methodology is developed. Readers will learn how to select a paradigm and technology for a particular task, after reading this text. Detailed middleware technology review sections allow students or industry practitioners working to expand their knowledge to achieve practical skills based on real projects so as to become well-functional in that technology in industry. Major technologies examined include: RESTful web services (RESTful cloud interfaces such as OpenStack, AWS EC2 interface, CloudStack; AJAX, JAX-RS, ASP.NET MVC and ASP.NET Core), non-RESTful (SOAP and WSDL-based) web services (JAX-WS, Windows Communication Foundation), distributed objects/ components (Enterprise Java Beans, .NET Remoting, CORBA). The book presents two projects that can be used to illustrate the practical use of middleware, and provides implementations of these projects over different technologies. This versatile and class-tested textbook is suitable (depending on chapters selected) for undergraduate or first-year graduate courses on client server architectures, middleware, and cloud computing, web services, and web programming.
Mobile Cloud Computing: Models, Implementation, and Security provides a comprehensive introduction to mobile cloud computing, including key concepts, models, and relevant applications. The book focuses on novel and advanced algorithms, as well as mobile app development. The book begins with an overview of mobile cloud computing concepts, models, and service deployments, as well as specific cloud service models. It continues with the basic mechanisms and principles of mobile computing, as well as virtualization techniques. The book also introduces mobile cloud computing architecture, design, key techniques, and challenges. The second part of the book covers optimizations of data processing and storage in mobile clouds, including performance and green clouds. The crucial optimization algorithm in mobile cloud computing is also explored, along with big data and service computing. Security issues in mobile cloud computing are covered in-depth, including a brief introduction to security and privacy issues and threats, as well as privacy protection techniques in mobile systems. The last part of the book features the integration of service-oriented architecture with mobile cloud computing. It discusses web service specifications related to implementations of mobile cloud computing. The book not only presents critical concepts in mobile cloud systems, but also drives readers to deeper research, through open discussion questions. Practical case studies are also included. Suitable for graduate students and professionals, this book provides a detailed and timely overview of mobile cloud computing for a broad range of readers.
This book presents recent developments on the theoretical, algorithmic, and application aspects of Big Data in Complex and Social Networks. The book consists of four parts, covering a wide range of topics. The first part of the book focuses on data storage and data processing. It explores how the efficient storage of data can fundamentally support intensive data access and queries, which enables sophisticated analysis. It also looks at how data processing and visualization help to communicate information clearly and efficiently. The second part of the book is devoted to the extraction of essential information and the prediction of web content. The book shows how Big Data analysis can be used to understand the interests, location, and search history of users and provide more accurate predictions of User Behavior. The latter two parts of the book cover the protection of privacy and security, and emergent applications of big data and social networks. It analyzes how to model rumor diffusion, identify misinformation from massive data, and design intervention strategies. Applications of big data and social networks in multilayer networks and multiparty systems are also covered in-depth.
Introduction to Visual Computing: Core Concepts in Computer Vision, Graphics, and Image Processing covers the fundamental concepts of visual computing. Whereas past books have treated these concepts within the context of specific fields such as computer graphics, computer vision or image processing, this book offers a unified view of these core concepts, thereby providing a unified treatment of computational and mathematical methods for creating, capturing, analyzing and manipulating visual data (e.g. 2D images, 3D models). Fundamentals covered in the book include convolution, Fourier transform, filters, geometric transformations, epipolar geometry, 3D reconstruction, color and the image synthesis pipeline. The book is organized in four parts. The first part provides an exposure to different kinds of visual data (e.g. 2D images, videos and 3D geometry) and the core mathematical techniques that are required for their processing (e.g. interpolation and linear regression.) The second part of the book on Image Based Visual Computing deals with several fundamental techniques to process 2D images (e.g. convolution, spectral analysis and feature detection) and corresponds to the low level retinal image processing that happens in the eye in the human visual system pathway. The next part of the book on Geometric Visual Computing deals with the fundamental techniques used to combine the geometric information from multiple eyes creating a 3D interpretation of the object and world around us (e.g. transformations, projective and epipolar geometry, and 3D reconstruction). This corresponds to the higher level processing that happens in the brain combining information from both the eyes thereby helping us to navigate through the 3D world around us. The last two parts of the book cover Radiometric Visual Computing and Visual Content Synthesis. These parts focus on the fundamental techniques for processing information arising from the interaction of light with objects around us, as well as the fundamentals of creating virtual computer generated worlds that mimic all the processing presented in the prior sections. The book is written for a 16 week long semester course and can be used for both undergraduate and graduate teaching, as well as a reference for professionals.
From the Foreword: "While large-scale machine learning and data mining have greatly impacted a range of commercial applications, their use in the field of Earth sciences is still in the early stages. This book, edited by Ashok Srivastava, Ramakrishna Nemani, and Karsten Steinhaeuser, serves as an outstanding resource for anyone interested in the opportunities and challenges for the machine learning community in analyzing these data sets to answer questions of urgent societal interest...I hope that this book will inspire more computer scientists to focus on environmental applications, and Earth scientists to seek collaborations with researchers in machine learning and data mining to advance the frontiers in Earth sciences." --Vipin Kumar, University of Minnesota Large-Scale Machine Learning in the Earth Sciences provides researchers and practitioners with a broad overview of some of the key challenges in the intersection of Earth science, computer science, statistics, and related fields. It explores a wide range of topics and provides a compilation of recent research in the application of machine learning in the field of Earth Science. Making predictions based on observational data is a theme of the book, and the book includes chapters on the use of network science to understand and discover teleconnections in extreme climate and weather events, as well as using structured estimation in high dimensions. The use of ensemble machine learning models to combine predictions of global climate models using information from spatial and temporal patterns is also explored. The second part of the book features a discussion on statistical downscaling in climate with state-of-the-art scalable machine learning, as well as an overview of methods to understand and predict the proliferation of biological species due to changes in environmental conditions. The problem of using large-scale machine learning to study the formation of tornadoes is also explored in depth. The last part of the book covers the use of deep learning algorithms to classify images that have very high resolution, as well as the unmixing of spectral signals in remote sensing images of land cover. The authors also apply long-tail distributions to geoscience resources, in the final chapter of the book.
Software Engineering for Science provides an in-depth collection of peer-reviewed chapters that describe experiences with applying software engineering practices to the development of scientific software. It provides a better understanding of how software engineering is and should be practiced, and which software engineering practices are effective for scientific software. The book starts with a detailed overview of the Scientific Software Lifecycle, and a general overview of the scientific software development process. It highlights key issues commonly arising during scientific software development, as well as solutions to these problems. The second part of the book provides examples of the use of testing in scientific software development, including key issues and challenges. The chapters then describe solutions and case studies aimed at applying testing to scientific software development efforts. The final part of the book provides examples of applying software engineering techniques to scientific software, including not only computational modeling, but also software for data management and analysis. The authors describe their experiences and lessons learned from developing complex scientific software in different domains. About the Editors Jeffrey Carver is an Associate Professor in the Department of Computer Science at the University of Alabama. He is one of the primary organizers of the workshop series on Software Engineering for Science (http://www.SE4Science.org/workshops). Neil P. Chue Hong is Director of the Software Sustainability Institute at the University of Edinburgh. His research interests include barriers and incentives in research software ecosystems and the role of software as a research object. George K. Thiruvathukal is Professor of Computer Science at Loyola University Chicago and Visiting Faculty at Argonne National Laboratory. His current research is focused on software metrics in open source mathematical and scientific software.
Internet of Things: Challenges, Advances, and Applications provides a comprehensive introduction to IoT, related technologies, and common issues in the adoption of IoT on a large scale. It surveys recent technological advances and novel solutions for challenges in the IoT environment. Moreover, it provides detailed discussion of the utilization of IoT and its underlying technologies in critical application areas, such as smart grids, healthcare, insurance, and the automotive industry. The chapters of this book are authored by several international researchers and industry experts. This book is composed of 18 self-contained chapters that can be read, based on interest. Features: Introduces IoT, including its history, common definitions, underlying technologies, and challenges Discusses technological advances in IoT and implementation considerations Proposes novel solutions for common implementation issues Explores critical application domains, including large-scale electric power distribution networks, smart water and gas grids, healthcare and e-Health applications, and the insurance and automotive industries The book is an excellent reference for researchers and post-graduate students working in the area of IoT, or related areas. It also targets IT professionals interested in gaining deeper knowledge of IoT, its challenges, and application areas.
Written by foremost experts in the field, Engineering Modeling Languages provides end-to-end coverage of the engineering of modeling languages to turn domain knowledge into tools. The book provides a definition of different kinds of modeling languages, their instrumentation with tools such as editors, interpreters and generators, the integration of multiple modeling languages to achieve a system view, and the validation of both models and tools. Industrial case studies, across a range of application domains, are included to attest to the benefits offered by the different techniques. The book also includes a variety of simple worked examples that introduce the techniques to the novice user. The book is structured in two main parts. The first part is organized around a flow that introduces readers to Model Driven Engineering (MDE) concepts and technologies in a pragmatic manner. It starts with definitions of modeling and MDE, and then moves into a deeper discussion of how to express the knowledge of particular domains using modeling languages to ease the development of systems in the domains. The second part of the book presents examples of applications of the model-driven approach to different types of software systems. In addition to illustrating the unification power of models in different software domains, this part demonstrates applicability from different starting points (language, business knowledge, standard, etc.) and focuses on different software engineering activities such as Requirement Engineering, Analysis, Design, Implementation, and V&V. Each chapter concludes with a small set of exercises to help the reader reflect on what was learned or to dig further into the examples. Many examples of models and code snippets are presented throughout the book, and a supplemental website features all of the models and programs (and their associated tooling) discussed in the book.
Visual Tracking in Conventional Minimally Invasive Surgery introduces the various tools and methodologies that can be used to enhance a conventional surgical setup with some degree of automation. The main focus of this book is on methods for tracking surgical tools and how they can be used to assist the surgeon during the surgical operation. Various notions associated with surgeon-computer interfaces and image-guided navigation are explored, with a range of experimental results. The book starts with some basic motivations for minimally invasive surgery and states the various distinctions between robotic and non-robotic (conventional) versions of this procedure. Common components of this type of operation are presented with a review of the literature addressing the automation aspects of such a setup. Examples of tracking results are shown for both motion and gesture recognition of surgical tools, which can be used as part of the surgeon-computer interface. In the case of marker-less tracking, where no special visual markers can be added to the surgical tools, the tracking results are divided into two types of methodology, depending on the nature and the estimate of the visual noise. Details of the tracking methods are presented using standard Kalman filters and particle filters. The last part of the book provides approaches for tracking a region on the surgical scene defined by the surgeon. Examples of how these tracking approaches can be used as part of image-guided navigation are demonstrated. This book is designed for control engineers interested in visual tracking, computer vision researchers and system designers involved with surgical automation, as well as surgeons, biomedical engineers, and robotic researchers.
From the Foreword "Getting CPS dependability right is essential to forming a solid foundation for a world that increasingly depends on such systems. This book represents the cutting edge of what we know about rigorous ways to ensure that our CPS designs are trustworthy. I recommend it to anyone who wants to get a deep look at these concepts that will form a cornerstone for future CPS designs." --Phil Koopman, Carnegie Mellon University, Pittsburgh, Pennsylvania, USA Trustworthy Cyber-Physical Systems Engineering provides practitioners and researchers with a comprehensive introduction to the area of trustworthy Cyber Physical Systems (CPS) engineering. Topics in this book cover questions such as What does having a trustworthy CPS actually mean for something as pervasive as a global-scale CPS? How does CPS trustworthiness map onto existing knowledge, and where do we need to know more? How can we mathematically prove timeliness, correctness, and other essential properties for systems that may be adaptive and even self-healing? How can we better represent the physical reality underlying real-world numeric quantities in the computing system? How can we establish, reason about, and ensure trust between CPS components that are designed, installed, maintained, and operated by different organizations, and which may never have really been intended to work together? Featuring contributions from leading international experts, the book contains sixteen self-contained chapters that analyze the challenges in developing trustworthy CPS, and identify important issues in developing engineering methods for CPS. The book addresses various issues contributing to trustworthiness complemented by contributions on TCSP roadmapping, taxonomy, and standardization, as well as experience in deploying advanced system engineering methods in industry. Specific approaches to ensuring trustworthiness, namely, proof and refinement, are covered, as well as engineering methods for dealing with hybrid aspects.
Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in non-entertainment domains, thus share a common interest with software engineers and developers on how to best engineer game software. Featuring contributions from leading experts in software engineering, the book provides a comprehensive introduction to computer game software development that includes its history as well as emerging research on the interaction between these two traditionally distinct fields. An ideal reference for software engineers, developers, and researchers, this book explores game programming and development from a software engineering perspective. It introduces the latest research in computer game software engineering (CGSE) and covers topics such as HALO (Highly Addictive, sociaLly Optimized) software engineering, multi-player outdoor smartphone games, gamifying sports software, and artificial intelligence in games. The book explores the use of games in software engineering education extensively. It also covers game software requirements engineering, game software architecture and design approaches, game software testing and usability assessment, game development frameworks and reusability techniques, and game scalability infrastructure, including support for mobile devices and web-based services. |
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