LEADER 03008nam 2200373 450 001 9910688379603321 005 20231201005935.0 035 $a(CKB)5580000000514408 035 $a(NjHacI)995580000000514408 035 $a(EXLCZ)995580000000514408 100 $a20230701d2022 uy 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aComputer game development /$fedited by Branislav Sobota 210 1$aLondon :$cIntechOpen,$d2022. 210 4$d©2022. 215 $a1 online resource (180 pages) 311 $a1-80355-566-1 320 $aIncludes bibliographical references and index. 327 $a1. Collaborative XR Systems and Computer Games Development / Branislav Sobota, Marián Hudák and Emília Pietriková -- 2.Commercial-off-the-Shelf (COTS) Games: Exploring the Applications of Games for Instruction and Assessment / Diana R. Sanchez, Amanda Rueda, Leila Jimeno Jimčnez and Mahsa Norouzi Nargesi -- 3 Serious Games Development and Impact for Business Education / Dario Liberona, Aravind Kumaresan, Lionel Valenzuela and Giovanny Tarazona -- 4. The Use of Serious Games for Learning Cardiopulmonary Resuscitation Procedures: A Systematic Mapping of the Literature / Ingrid Nery Mendes, Maicon de Araújo Nogueira, Filipe Valente Mendes,Otavio Noura Teixeira and Viviane Almeida dos Santos -- 5. 3D Computer Graphics and Virtual Reality / Branislav Sobota and Miriama Mattová -- 6 View Synthesis Tool for VR Immersive Video / Sarah Fachada, Daniele Bonatto, Mehrdad Teratani and Gauthier Lafruit -- 7 Leveraging on Data Sciences: Review of Architectural Practice and Education in Nigeria / John Allison and Anita Alaere Bala -- 8. Enabling a 3-D Cyberspace Experience Online / Bruce Campbell. 330 $aComputer games are a billion-dollar business. In 2021, the value of the gaming industry was about 200 billion US dollars. This book describes some modern approaches, procedures, algorithms, and devices in computer gaming. It includes information on classifications and types of games, technical means of game systems, game consoles, and the newest tools based on extended reality (XR) technologies. Furthermore, the book discusses visualization and 3D computer graphics, game cores (engines) and platforms, genre selection, story design, and trends in game design. It also includes formalizations, algorithms, and tools for a game theory and examines the use of virtual reality and related technologies in modern game user interfaces. Lastly, the book discusses optimizations, testing, and presentations of games and examines the sociological impacts of computer games. 606 $aVideo games$xProgramming 615 0$aVideo games$xProgramming. 676 $a794.81525 702 $aSobota$b Branislav 801 0$bNjHacI 801 1$bNjHacl 906 $aBOOK 912 $a9910688379603321 996 $aComputer Game Development$92994779 997 $aUNINA