0
Your cart

Your cart is empty

Browse All Departments
  • All Departments
Price
  • R1,000 - R2,500 (3)
  • R2,500 - R5,000 (2)
  • -
Status
Brand

Showing 1 - 5 of 5 matches in All Departments

Serious Games - Foundations, Concepts and Practice (Hardcover, 1st ed. 2016): Ralf Doerner, Stefan Goebel, Wolfgang Effelsberg,... Serious Games - Foundations, Concepts and Practice (Hardcover, 1st ed. 2016)
Ralf Doerner, Stefan Goebel, Wolfgang Effelsberg, Josef Wiemeyer
R3,215 Discovery Miles 32 150 Ships in 12 - 17 working days

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".

Serious Games - Foundations, Concepts and Practice (Paperback, Softcover reprint of the original 1st ed. 2016): Ralf Doerner,... Serious Games - Foundations, Concepts and Practice (Paperback, Softcover reprint of the original 1st ed. 2016)
Ralf Doerner, Stefan Goebel, Wolfgang Effelsberg, Josef Wiemeyer
R1,871 Discovery Miles 18 710 Ships in 10 - 15 working days

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".

Entertainment Computing and Serious Games - International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015,... 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
R3,002 Discovery Miles 30 020 Ships in 10 - 15 working days

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.

Virtual und Augmented Reality (VR/AR) - Grundlagen und Methoden der Virtuellen und Augmentierten Realitat (German, Paperback,... Virtual und Augmented Reality (VR/AR) - Grundlagen und Methoden der Virtuellen und Augmentierten Realitat (German, Paperback, 2., Erw. u. ak. Aufl. 2019)
Ralf Doerner, Wolfgang Broll, Paul Grimm, Bernhard Jung
R1,176 Discovery Miles 11 760 Ships in 10 - 15 working days

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)

Virtual and Augmented Reality (Vr/Ar) - Foundations and Methods of Extended Realities (Xr) (Paperback, 2021 ed.): Ralf Doerner,... Virtual and Augmented Reality (Vr/Ar) - Foundations and Methods of Extended Realities (Xr) (Paperback, 2021 ed.)
Ralf Doerner, Wolfgang Broll, Paul Grimm, Bernhard Jung
R1,595 R1,500 Discovery Miles 15 000 Save R95 (6%) Ships in 9 - 15 working days

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.

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
Dunlop Pro Padel Balls (Green)(Pack of…
R199 R165 Discovery Miles 1 650
Homequip USB Rechargeable Clip on Fan (3…
R450 R380 Discovery Miles 3 800
Multi Colour Animal Print Neckerchief
R119 Discovery Miles 1 190
We Were Perfect Parents Until We Had…
Vanessa Raphaely, Karin Schimke Paperback R330 R220 Discovery Miles 2 200
Pulse Active Pickleball Bat
R190 Discovery Miles 1 900
Lucky Plastic 3-in-1 Nose Ear Trimmer…
R299 R276 Discovery Miles 2 760
Elecstor 18W In-Line UPS (Black)
R999 R404 Discovery Miles 4 040
The Batman
Robert Pattinson Blu-ray disc  (9)
R289 Discovery Miles 2 890
The Papery A5 WOW 2025 Diary - Wolf
R349 R300 Discovery Miles 3 000
Acqua Di Parma Acqua Di Parma Magnolia…
R4,261 R3,441 Discovery Miles 34 410

 

Partners