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This textbook provides an introduction to the fundamentals of
serious games, which differ considerably from computer games that
are meant for pure entertainment. Undergraduate and graduate
students from various disciplines who want to learn about serious
games are one target group of this book. Prospective developers of
serious games are another, as they can use the book for self-study
in order to learn about the distinctive features of serious game
design and development. And ultimately, the book also addresses
prospective users of serious game technologies by providing them
with a solid basis for judging the advantages and limitations of
serious games in different application areas such as game-based
learning, training and simulation or games for health. To cater to
this heterogeneous readership and wide range of interests, every
effort was made to make the book flexible to use. All readers are
expected to study Chapter 1, as it provides the necessary basics
and terminology that will be used in all subsequent chapters. The
eleven chapters that follow cover the creation of serious games
(design, authoring processes and tools, content production), the
runtime context of serious games (game engines, adaptation
mechanisms, game balancing, game mastering, multi-player serious
games), the effects of serious games and their evaluation (player
experience, assessment techniques, performance indicators), and
serious games in practice (economic aspects, cost-benefit analysis,
serious game distribution). To familiarize the readers with best
practice in this field, the final chapter presents more than 30
selected examples of serious games illustrating their
characteristics and showcasing their practical use. Lecturers can
select chapters in a sequence that is most suitable for their
specific course or seminar. The book includes specific suggestions
for courses such as "Introduction to Serious Games", "Entertainment
Technology", "Serious Game Design", "Game-based Learning", and
"Applications of Serious Games".
This textbook provides an introduction to the fundamentals of
serious games, which differ considerably from computer games that
are meant for pure entertainment. Undergraduate and graduate
students from various disciplines who want to learn about serious
games are one target group of this book. Prospective developers of
serious games are another, as they can use the book for self-study
in order to learn about the distinctive features of serious game
design and development. And ultimately, the book also addresses
prospective users of serious game technologies by providing them
with a solid basis for judging the advantages and limitations of
serious games in different application areas such as game-based
learning, training and simulation or games for health. To cater to
this heterogeneous readership and wide range of interests, every
effort was made to make the book flexible to use. All readers are
expected to study Chapter 1, as it provides the necessary basics
and terminology that will be used in all subsequent chapters. The
eleven chapters that follow cover the creation of serious games
(design, authoring processes and tools, content production), the
runtime context of serious games (game engines, adaptation
mechanisms, game balancing, game mastering, multi-player serious
games), the effects of serious games and their evaluation (player
experience, assessment techniques, performance indicators), and
serious games in practice (economic aspects, cost-benefit analysis,
serious game distribution). To familiarize the readers with best
practice in this field, the final chapter presents more than 30
selected examples of serious games illustrating their
characteristics and showcasing their practical use. Lecturers can
select chapters in a sequence that is most suitable for their
specific course or seminar. The book includes specific suggestions
for courses such as "Introduction to Serious Games", "Entertainment
Technology", "Serious Game Design", "Game-based Learning", and
"Applications of Serious Games".
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Entertainment Computing and Serious Games - International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers (Paperback, 1st ed. 2016)
Ralf Doerner, Stefan Goebel, Michael Kickmeier-Rust, Maic Masuch, Katharina Zweig
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R2,819
Discovery Miles 28 190
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Ships in 18 - 22 working days
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The aim of this book is to collect and to cluster research areas in
the field of serious games and entertainment computing. It provides
an introduction and gives guidance for the next generation of
researchers in this field. The 18 papers presented in this volume,
together with an introduction, are the outcome of a GI-Dagstuhl
seminar which was held at Schloss Dagstuhl in July 2015.
This comprehensive textbook offers a scientifically sound and at
the same time practical introduction to Virtual and Augmented
Reality (VR/AR). Readers will gain the theoretical foundation
needed to design, implement or enhance VR/AR systems, evaluate and
improve user interfaces and applications using VR/AR methods,
assess and enrich user experiences, and develop a deeper
understanding of how to apply VR/AR techniques. Whether utilizing
the book for a principal course of study or reference reading,
students of computer science, education, media, natural sciences,
engineering and other subject areas can benefit from its in-depth
content and vivid explanation. The modular structure allows
selective sequencing of topics to the requirements of each teaching
unit and provides an easy-to-use format from which to choose
specific themes for individual self-study. Instructors are provided
with extensive materials for creating courses as well as a
foundational text upon which to build their advanced topics. The
book enables users from both research and industry to deal with the
subject in detail so they can properly assess the extent and
benefits of VR/AR deployment and determine required resources.
Technology enthusiasts and professionals can learn about the
current status quo in the field of VR/AR and interested newcomers
can gain insight into this fascinating world. Grounded on a solid
scientific foundation, this textbook, addresses topics such as
perceptual aspects of VR/AR, input and output devices including
tracking, interactions in virtual worlds, real-time aspects of
VR/AR systems and the authoring of VR/AR applications in addition
to providing a broad collection of case studies.
Lernen Sie mit diesem Buch die Grundlagen der Virtuellen und
Augmentierten Realitat kennen Dieses Buch uber die Virtuelle und
Augmentierte Realitat ist sowohl fur Praktiker und Interessierte im
Selbststudium als auch fur Studierende geeignet. Letztere koennen
es hervorragend als Begleitlekture fur entsprechende
Lehrveranstaltungen, zum Beispiel in der Informatik nutzen. Die
zweite Auflage wurde umfassend erneuert und erweitert. Mit ihrer
Hilfe kann der Leser sein Verstandnis fur das Themengebiet rund um
die VR und AR vertiefen. Thematisch schneidet das Buch viele
Bereiche der Virtuellen und Augmentierten Realitat an, darunter
beispielsweise Wahrnehmungsaspekte der AR, Interaktionen in einer
virtuellen Welt oder die mathematischen Basics fur VR und AR. (105)
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