LEADER 01081nam 2200361 450 001 9910793744503321 005 20230126221330.0 035 $a(CKB)4100000009151287 035 $a(MiAaPQ)EBC5881978 035 $a(EXLCZ)994100000009151287 100 $a20190926d2017 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aLeveled text-dependent question stems $esocial studies /$fauthor, Niomi Henry 210 1$aHuntington Beach, California :$cShell Education,$d[2017] 210 4$dİ2017 215 $a1 online resource (160 pages) $cillustrations 311 $a1-4258-1646-0 311 $a1-4258-9671-5 606 $aSocial sciences$xStudy and teaching 615 0$aSocial sciences$xStudy and teaching. 676 $a300.71 700 $aHenry$b Niomi$01514706 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910793744503321 996 $aLeveled text-dependent question stems$93750042 997 $aUNINA LEADER 07305nam 2200469 450 001 9910800119003321 005 20240124121807.0 010 $a3-031-23161-9 024 7 $a10.1007/978-3-031-23161-2 035 $a(MiAaPQ)EBC31065857 035 $a(Au-PeEL)EBL31065857 035 $a(DE-He213)978-3-031-23161-2 035 $a(EXLCZ)9929576252100041 100 $a20240124d2024 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aEncyclopedia of Computer Graphics and Games /$fNewton Lee 205 $aFirst edition. 210 1$aCham :$cSpringer,$d[2024] 210 4$dİ2024 215 $a1 online resource (0 pages) 311 08$aPrint version: Lee, Newton Encyclopedia of Computer Graphics and Games Cham : Springer International Publishing AG,c2023 9783031231599 320 $aIncludes bibliographical references. 327 $aB-Splines -- Constrained Edges and Delaunay Triangulation -- Delaunay Triangulation -- Modeling and Mesh Processing for Games -- Pencils of Spheres in the Minkowski-Lorentz Spaces -- Planetary Generation in Games -- Poisson-Disk Sampling: Theory and Applications -- Shape Deformation Models -- Sketch-Based Posing for 3D Animation -- Spheres, AABB, and OOBB as Bounding Volume Hierarchies -- The New Age of Procedural Texturing -- UV Map Generation on Triangular Mesh -- 3D Modelling Through Photogrammetry in Cultural Heritage -- 3D Printing, History of -- 3D Visualization Interface for Temporal Analysis of Social Media -- 3D-Rendered Images and Their Application in the Interior Design -- Deep Learning Algorithms for 3D Reconstruction -- Emotion-based Facial Recognition for Mental Health Status -- Tactile Visualization and 3D Printing for Education -- Technologies for the Design Review Process -- Artistic Data Visualization in the Making -- Computer Graphics, Video Games, and Gamification Impacting -- (Re)Habilitation, Healthcare, and Inclusive Well-Being -- Imagineering Ceramic Pottery Using Computer Graphics -- Universal Design, Design for All, Inclusive Design -- 3D Game Asset Generation of Historical Architecture Through Photogrammetry -- 3D Puzzle Games in Extended Reality Environments -- Academic and Video Game Industry ?Divide? -- Agile Mentality at Game Development -- Among Us and Its Popularity During COVID-19 Pandemic -- Analog Prototyping for Digital Game Design -- Animal Crossing: New Horizons and Its Popularity During COVID-19 Pandemic -- Animation Strategies for Game Design -- Builder Games -- Challenge-Based Learning in a Serious Global Game -- Comic Arts in Games, Asset Production, and Rendering -- Dark Souls Through the Lens of Essential Experience -- Dead Space Through the Lens of Resonance -- Defining Hands-On Practice as Game-Based Learning -- Defining Hands-on Practice as Game-based Learning: A Probable Concept on Information-based Image Development on Virtual Reality Platform -- Design Framework for Learning to Support Industry 4.0 -- Design of Alienation in Video Games -- Domain-specific Choices Affecting Design Effort in Gamification -- Educational Game Abzû and the Lens of Fun Learning -- Effects of Digital Games on Mental Health of Gamers -- Emotion in Games -- Evolution of Video Games to Interactive Cinema -- Fuzzy Logic for Gaming and Entertainment Applications -- Game Behind Online Gaming -- Game Design and Emotions: Analysis Models. 330 $aEncyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçe?ehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçe?ehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan ?engün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA. 606 $aComputer graphics$xEquipment and supplies 606 $aVideo games$xDesign 615 0$aComputer graphics$xEquipment and supplies. 615 0$aVideo games$xDesign. 676 $a006.6869 700 $aLee$b Newton$0960106 702 $aLee$b Newton 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910800119003321 996 $aEncyclopedia of Computer Graphics and Games$93874470 997 $aUNINA