Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030

Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030
Title Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030 PDF eBook
Author Rodrigo Pereira dos Santos
Publisher Springer Nature
Pages 285
Release 2023-03-09
Genre Computers
ISBN 3031276396

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This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.

Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030

Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030
Title Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030 PDF eBook
Author Rodrigo Pereira dos Santos
Publisher
Pages 0
Release 2023
Genre
ISBN 9783031276408

Download Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030 Book in PDF, Epub and Kindle

This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.

Entertainment Computing – ICEC 2023

Entertainment Computing – ICEC 2023
Title Entertainment Computing – ICEC 2023 PDF eBook
Author Paolo Ciancarini
Publisher Springer Nature
Pages 531
Release 2023-12-15
Genre Computers
ISBN 9819982480

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This book constitutes the refereed proceedings of the 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, which was held in Bologna, Italy, during November 15–17, 2023. The 13 full papers and 5 short papers presented in this book were carefully reviewed and selected from 85 submissions. They cover a large range of topics in the following thematic areas: Game Experience; Player Engagement and Analysis; Serious Gameplay; Entertainment Methods and Tools; Extended Reality; Game Design; Interactive Entertainment; Student Game Competition; Workshops and Tutorials; and Aesthetics and Empowerment. .

Proceedings of the Australasian Computer Science Week Multiconference

Proceedings of the Australasian Computer Science Week Multiconference
Title Proceedings of the Australasian Computer Science Week Multiconference PDF eBook
Author
Publisher
Pages 367
Release 2020
Genre
ISBN 9781450376976

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Game Development and Production

Game Development and Production
Title Game Development and Production PDF eBook
Author Erik Bethke
Publisher Wordware Publishing, Inc.
Pages 436
Release 2003
Genre Business & Economics
ISBN 1556229518

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A handbook for game development with coverage of both team management topics, such as task tracking and creating the technical design document, and outsourcing strategies for contents, such as motion capture and voice-over talent. It covers various aspects of game development.

Feature-Oriented Software Product Lines

Feature-Oriented Software Product Lines
Title Feature-Oriented Software Product Lines PDF eBook
Author Sven Apel
Publisher Springer Science & Business Media
Pages 320
Release 2013-10-04
Genre Computers
ISBN 3642375219

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While standardization has empowered the software industry to substantially scale software development and to provide affordable software to a broad market, it often does not address smaller market segments, nor the needs and wishes of individual customers. Software product lines reconcile mass production and standardization with mass customization in software engineering. Ideally, based on a set of reusable parts, a software manufacturer can generate a software product based on the requirements of its customer. The concept of features is central to achieving this level of automation, because features bridge the gap between the requirements the customer has and the functionality a product provides. Thus features are a central concept in all phases of product-line development. The authors take a developer’s viewpoint, focus on the development, maintenance, and implementation of product-line variability, and especially concentrate on automated product derivation based on a user’s feature selection. The book consists of three parts. Part I provides a general introduction to feature-oriented software product lines, describing the product-line approach and introducing the product-line development process with its two elements of domain and application engineering. The pivotal part II covers a wide variety of implementation techniques including design patterns, frameworks, components, feature-oriented programming, and aspect-oriented programming, as well as tool-based approaches including preprocessors, build systems, version-control systems, and virtual separation of concerns. Finally, part III is devoted to advanced topics related to feature-oriented product lines like refactoring, feature interaction, and analysis tools specific to product lines. In addition, an appendix lists various helpful tools for software product-line development, along with a description of how they relate to the topics covered in this book. To tie the book together, the authors use two running examples that are well documented in the product-line literature: data management for embedded systems, and variations of graph data structures. They start every chapter by explicitly stating the respective learning goals and finish it with a set of exercises; additional teaching material is also available online. All these features make the book ideally suited for teaching – both for academic classes and for professionals interested in self-study.

Proceedings of the 15th International Academic MindTrek Conference Envisioning Future Media Environments

Proceedings of the 15th International Academic MindTrek Conference Envisioning Future Media Environments
Title Proceedings of the 15th International Academic MindTrek Conference Envisioning Future Media Environments PDF eBook
Author Academic MindTrek 2011
Publisher
Pages 341
Release 2011
Genre Computer science
ISBN 9781450308168

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