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Books > Computing & IT > Computer software packages > Computer games
This book provides insights into the state of the art of digital
cultural heritage using computer graphics, image processing,
computer vision, visualization and reconstruction, virtual and
augmented reality and serious games. It aims at covering the
emergent approaches for digitization and preservation of Cultural
Heritage, both in its tangible and intangible facets. Advancements
in Digital Cultural Heritage research have been abundant in recent
years covering a wide assortment of topics, ranging from visual
data acquisition, pre-processing, classification, analysis and
synthesis, 3D modelling and reconstruction, semantics and symbolic
representation, metadata description, repository and archiving, to
new forms of interactive and personalized presentation,
visualization and immersive experience provision via advanced
computer graphics, interactive virtual and augmented environments,
serious games and digital storytelling. Different aspects
pertaining to visual computing with regard to tangible (books,
images, paintings, manuscripts, uniforms, maps, artefacts,
archaeological sites, monuments) and intangible (e.g. dance and
performing arts, folklore, theatrical performances) cultural
heritage preservation, documentation, protection and promotion are
covered, including rendering and procedural modelling of cultural
heritage assets, keyword spotting in old documents, drone mapping
and airborne photogrammetry, underwater recording and
reconstruction, gamification, visitor engagement, animated
storytelling, analysis of choreographic patterns, and many more.
The book brings together and targets researchers from the domains
of computing, engineering, archaeology and the arts, and aims at
underscoring the potential for cross-fertilization and
collaboration among these communities.
Despite the pervasive rhetorics of immersion and embodiment found
in industrial and social discourses, playing a video game is an
exercise in non-linearity. The pervasiveness of trial and error
mechanics, unforgiving game over screens, loading times, minute
tweakings of options and settings, should lead us to consider video
games as a medium that cannot eschew fragmentation. Every Game is
an Island is an analysis and a critique of grey areas, dead ends
and extremities found in digital games, an exploration of border
zones where play and non-play coexist or compete. Riccardo Fassone
describes the complexity of the experience of video game play and
brings integral but often overlooked components of the gameplay
experience to the fore, in an attempt to problematize a reading of
video games as grandiosely immersive, all-encompassing narrative
experiences. Through the analysis of closures and endings, limits
and borders, and liminal states, this field-advancing study looks
at the heart of a medium starting from its periphery.
Enter the world of Overwatch, the smash-hit from Blizzard
Entertainment, in this five-story anthology chronicling some of the
video game's most fascinating and celebrated characters, now
available for the first time in print! Since its initial launch in
2016, Overwatch has captivated the imaginations of over 50 million
players worldwide. Now fans can join some of the game's most iconic
heroes-and villains-on a series of missions ranging from the lush
Caribbean to southern India, and everywhere in between. Authored by
some of the most compelling voices in science fiction today,
including Michael Chu, Brandon Easton, Christie Golden, and Alyssa
Wong, this short story anthology is rife with themes of love and
loss, ambition and despair, alliances and conflict, all pointing
toward a common hope, that the future is worth fighting for.
It was over a decade ago that experimental psychologists and
media-effects researchers declared the debate on the effects of
violent video gaming as "essentially over," referring to the way
violence in videogames increases aggressive thoughts, feelings and
behaviors in players. Despite the decisive tone of this statement,
neither the presence nor popularity of digital games has since
diminished, with games continuing to attract new generations of
players to experience its technological advancements in the
narration of violence and its techniques of depiction. Drawing on
new insights achieved from research located at an intersection
between humanities, social and computer sciences, Gareth Schott's
addition to the Approaches in Digital Game Studies series
interrogates the nature and meaning of the "violence" encountered
and experienced by game players. In focusing on the various ways
"violence" is mediated by both the rule system and the semiotic
layer of games, the aim is to draw out the distinctiveness of
games' exploitation of violence or violent themes. An important if
not canonical text in the debates about video games and violence,
Violent Games constitutes an essential book for those wishing to
make sense of the experience offered by games as technological,
aesthetic, and communicational phenomena in the context of issues
of media regulation and the classification of game content "as"
violence.
<> Learn On-Demand TV, DVRs, Music, Games, Books, and More!
With My Digital Entertainment for Seniors, you'll discover easy
ways to access and experience entertainment using today's
technology, without getting confused or bogged down with
techno-babble-and without spending a fortune. This easy-to-follow
guide covers all aspects of entertainment-movies, TV shows, radio,
music, newspapers and magazines, books, and more-whether you're
using a computer, mobile device, or other technology. Specifically,
you'll: Get acquainted with all forms of digital entertainment that
are available in everyday life, including on-demand TV shows,
movies, music and radio programming, podcasts, eBooks and
audiobooks, digital editions of newspapers and magazines, YouTube
videos, and interactive games.Discover the difference between
streaming and downloading content from the Internet to your
computer or mobile device. Learn what equipment you'll need and how
to use this equipment, no matter how tech-savvy you are-or aren't.
Find out how to watch, listen to, and read what you want, when you
want it, on your TV, desktop computer, notebook computer,
smartphone, tablet, eBook reader, or gaming console. Learn what
types of entertainment are available to use on eBook readers,
digital video recorders, digital music players, high-definition
television sets, cable/satellite TV service providers, what types
of entertainment are readily available via the Internet, and how to
use your computer, smartphone or tablet as an entertainment device.
Find ways to stay safe and protect yourself from identity theft or
online crime when surfing the Internet, shopping online, playing
games, doing online banking, and handling other Internet-related
tasks.
Love the game? Then you'll love this Annual. It's packed with essential tips, secrets and info guaranteed to up your skill level and help you build an undefeatable crew. Read about each Legend and discover their unique personality, strengths and abilities. Get ready for action and excitement on every page!
Featuring stunning concept art and visual details, this is the
first in the definitive series on the cinematics that bring World
of Warcraft vividly to life. World of Warcraft redefined online
gaming, and over the last fifteen years each new chapter has
delivered new and incredible cinematics. The Cinematic Art of World
of Warcraft goes behind the scenes with the Warcraft cinematic
team. With never-before-seen concept art and accounts of the
creative and technical process, this is the definitive visual
gallery of how countless artists brought the world of Azeroth to
life in incredible detail and motion.
Let the iconic, retro-futuristic wasteland guide your tarot
practice with this beautifully illustrated deck inspired by the
massively popular Fallout franchise. Featuring deluxe custom
artwork of iconic figures from the beloved Fallout franchise, this
deck is a great way to enjoy the characters and lore of this
popular video game. Containing both major and minor arcana, the set
also comes with a comprehensive guidebook explaining each card's
meaning, as well as simple spreads for easy readings. Packed in a
sturdy, decorative gift box, this compelling tarot deck is perfect
for Fallout fans and tarot enthusiasts alike.
Music Video Games takes a look (and listen) at the popular genre of
music games - video games in which music is at the forefront of
player interaction and gameplay. With chapters on a wide variety of
music games, ranging from well-known console games such as Guitar
Hero and Rock Band to new, emerging games for smartphones and
tablets, scholars from diverse disciplines and backgrounds discuss
the history, development, and cultural impact of music games. Each
chapter investigates important themes surrounding the ways in which
we play music and play with music in video games. Starting with the
precursors to music games - including Simon, the hand-held
electronic music game from the 1980s, Michael Austin's collection
goes on to discuss issues in musicianship and performance,
authenticity and "selling out," and composing, creating, and
learning music with video games. Including a glossary and detailed
indices, Austin and his team shine a much needed light on the often
overlooked subject of music video games.
Though once considered purely for their entertainment value,
computer and online games have applications as learning tools in
learning in a variety of different environments. Computer Games as
Educational and Management Tools: Uses and Approaches considers the
many uses of games and simulations, focusing specifically on their
use in organizational and educational settings. Providing
perspectives on gaming for distance learning, gaming for
rehabilitation, business simulators, and motivational games, this
publication explores new and emerging trends in this ever-evolving
area of research.
This comprehensive and timely publication aims to be an essential
reference source, building on the available literature in the field
of Gamification for the economic and social development of
countries while providing further research opportunities in this
dynamic and growing field. Thus, the book aims to provide the
opportunity for a reflection on this important issue, increasing
the understanding of the importance of Gamification in the context
of organizations' improvements, providing relevant academic work,
empirical research findings and, an overview of this relevant field
of study. This text will provide the resources necessary for
policymakers, technology developers, and managers to adopt and
implement solutions for a more digital era.
Computer and online games have emerged as a critical area of study
due to their implications for business and society, as well as
their increased presence in individuals lives. Business,
Technological and Social Dimensions of Computer Games:
Multidisciplinary Developments is a collection of the most recent
developments in all areas of game development, encompassing
planning, design, marketing, business management, and consumer
behavior. This publication explores a number of aspects of gaming,
which include supporting technologies, human interaction,
psychological and behavioral effects, business opportunities, and
intellectual property considerations, offering readers a complete
perspective on the evolution of games and gaming technologies.
Recent advancements have put Gaming and Computer-Mediated
Simulations at the forefront of technology and learning. A closer
look at these topic areas opens the door for development and
innovation and the implications that go with it. Discoveries in
Gaming and Computer-Mediated Simulations: New Interdisciplinary
Applications explores and promotes a deep conceptual and empirical
understanding of the roles of electronic games and
computer-mediated simulations across multiple disciplines. This
book helps build a significant bridge between research and practice
on electronic gaming and simulations, supporting the work of
researchers, practitioners, and policymakers. Drawing on history
allows this publication to help move this field forward.
Online gaming is widely popular and gaining more user attention
every day. Computer game industries have made considerable growth
in terms of design and development, but the scarcity of hardware
resources at player or client side is a major pitfall for the
latest high-end multimedia games. Cloud gaming is one proposed
solution, allowing the end-user to play games using a variety of
platforms with less demanding hardware requirements. Emerging
Technologies and Applications for Cloud-Based Gaming explores the
opportunities for the gaming industry through the integration of
cloud computing. Focusing on design methodologies, fundamental
architectures, and the end-user experience, this publication is an
essential reference source for IT specialists, game developers,
researchers, and graduate-level students.
This book explores the ways in which the broad range of
technologies that make up the smart city infrastructure can be
harnessed to incorporate more playfulness into the day-to-day
activities that take place within smart cities, making them not
only more efficient but also more enjoyable for the people who live
and work within their confines. The book addresses various topics
that will be of interest to playable cities stakeholders, including
the human-computer interaction and game designer communities,
computer scientists researching sensor and actuator technology in
public spaces, urban designers, and (hopefully) urban policymakers.
This is a follow-up to another book on Playable Cities edited by
Anton Nijholt and published in 2017 in the same book series, Gaming
Media and Social Effects.
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