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[null,"1.","Record Nr.",null,"UNINA9910677236603321"]
[null,null,"Autore",null,"Angelides Marios C"]
[null,null,"Titolo",null,"Handbook of digital games / / edited by Marios C. Angelides, Harry Agius"]
[null,null,"Pubbl/distr/stampa",null,"Piscataway, NJ : , : IEEE Press"]
[{"$nulls":4},"Hoboken, New Jersey : , : Wiley, , [2014]"]
[{"$nulls":4},"[Piscataqay, New Jersey] : , : IEEE Xplore, , [2014]"]
[null,null,"ISBN",null,"1-118-79627-6"]
[{"$nulls":4},"1-118-79623-3"]
[null,null,"Edizione",null,"[First edition.]"]
[null,null,"Descrizione fisica",null,"1 online resource (781 p.)"]
[null,null,"Disciplina",null,"794.8"]
[null,null,"Soggetti",null,"Computer games"]
[{"$nulls":4},"Video games"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Description based upon print version of record."]
[null,null,null,"Nota di bibliografia","Includes bibliographical references at the end of each chapters and index."]
[null,null,"Nota di contenuto",null,"Cover; IEEE Press; Title page; Copyright page; Contents; Contributors; Introduction; Chapter Summaries; Part I: Gaming Techniques and Tools; Part II: Game Play; Part III: Game Design and Development; Part I: Gaming Techniques and Tools; Chapter 1: Toward the Adaptive Generation of Bespoke Game Content; 1.1 Introduction; 1.2 Methodology; 1.2.1 Generation; 1.2.2 Measurement; 1.2.3 Adaptation; 1.3 Applications; 1.3.1 3D Action Games; 1.3.2 Arcade Games; 1.3.3 Platformers; 1.3.4 Board Games; 1.3.5 Puzzles; 1.3.6 Open-World Games; 1.3.7 Summary; 1.4 Conclusions; Acknowledgments; References"]
[{"$nulls":4},"Chapter 2: Procedural Content Generation2.1 Introduction; 2.2 Problems and Solutions; 2.2.1 Memory Restrictions; 2.2.2 Demand for Increasing Detail; 2.2.3 Replayability and Longevity; 2.2.4 Novelty and Innovation; 2.2.5 Ownership and Authorship; 2.3 Online and Offline PCG; 2.3.1 Offline PCG; 2.3.2 Online PCG; 2.4 Key Content Production Areas; 2.4.1 Terrain Generation; 2.4.2 Architecture; 2.4.3 Narrative and Plot; 2.5 Conclusions; References; Chapter 3: Content Generation in a Collaborative Browser-Based Game Environment; 3.1 Introduction; 3.2 Web as a Gaming Platform"]
[{"$nulls":4},"3.3 Real-Time Multiplayer Games in Browser3.4 Content Generation; 3.4.1 Content Generation at Development Time; 3.4.2 Content "]
[{"$nulls":4},"Generation at Run Time; 3.5 Example Game: Caves; 3.5.1 Game Architecture; 3.5.2 Characters; 3.5.3 Quests; 3.5.4 Monsters; 3.5.5 Lessons Learned from Proof-of-Concept Implementation; 3.6 Related Work; 3.7 Conclusions; References; Chapter 4: Automatic Narratives in MMORPGs; 4.1 Introduction; 4.2 Basics of Interactive Drama Management; 4.2.1 Plot Element Structures; 4.2.2 Story Aesthetic Metrics; 4.2.3 Player Modeling; 4.2.4 Quest as an Ideal Storytelling Unit"]
[{"$nulls":4},"4.3 Generating Quest in MMORPGs4.3.1 Quest Structures; 4.3.2 Aesthetic Metrics for MMORPG Quests; 4.3.3 A Model for Quest Generators; 4.4 Believable Characters; 4.5 Creating Memorials; 4.5.1 Video; 4.5.2 Comics; 4.5.3 Automatic Memorial Comic/Video Generation Model; References; Chapter 5: Collision Detection with Navigation Meshes; 5.1 Introduction; 5.2 Related Work; 5.2.1 Spatial Data Structures; 5.2.2 Navigation Mesh Generation Techniques; 5.3 Methodology; 5.3.1 Insertion of Objects; 5.3.2 Removal of Objects; 5.3.3 Updating Object Positions; 5.3.4 Find Collidable Objects"]
[{"$nulls":4},"5.4 Experimentation5.5 Conclusions; Acknowledgments; References; Chapter 6: Mass Population: Plausible and Practical Crowd Simulation; 6.1 Introduction; 6.2 How It All Started; 6.2.1 Path Planning; 6.2.2 Selection and Concatenation of Animation Clips; 6.2.3 Physical Simulation; 6.2.4 Interpolation and Concatenation of Example Motions; 6.3 Let the People Walk; 6.3.1 Positioning the Agents; 6.3.2 Snap-Together Motions; 6.3.3 Speed Up Your Rendering; 6.3.4 Giving Your Characters a Personality; 6.4 Plausible Crowds; 6.4.1 Illusions of Variety; 6.4.2 Uncovering and Hiding Artifacts"]
[{"$nulls":4},"6.4.3 Developer Guidelines"]
[null,null,null,"Sommario/riassunto","\"The first book to draw the various traditional and emerging facets of gaming together into a single volume, Handbook of Digital Games explores all the necessary facets to design modern digital game, including MPEG-4, MPEG-7, MPEG-21, Virtual Reality, autonomous Artificial Intelligence, social media function, and multi-generational aspect of modern computer games. Featuring over twenty-five international experts from both academia and game industry, this valuable handbook covers all the basics and current trends of computer games for the engineers in the game industry\"--"]
[null,"2.","Record Nr.",null,"UNINA9910895604303321"]
[null,null,"Titolo",null,"Mayibuye : journal of the African National Congress"]
[null,null,"Pubbl/distr/stampa",null,"Marshalltown, South Africa, : African National Congress, 1990-2002"]
[null,null,"ISSN",null,"1021-853X"]
[null,null,"Descrizione fisica",null,"1 online resource"]
[null,null,"Soggetti",null,"Politics and government"]
[{"$nulls":4},"Race relations"]
[{"$nulls":4},"CURRENT EVENTS"]
[{"$nulls":4},"POLITICAL CONDITIONS"]
[{"$nulls":4},"SOUTH AFRICA"]
[{"$nulls":4},"Periodicals."]
[{"$nulls":4},"South Africa Politics and government 1989-1994 Periodicals"]
[{"$nulls":4},"South Africa Politics and government 1994- Periodicals"]
[{"$nulls":4},"South Africa Race relations Periodicals"]
[{"$nulls":4},"Afrique du Sud Politique et gouvernement 1989-1994 Périodiques"]
[{"$nulls":4},"Afrique du Sud Relations raciales Périodiques"]
[{"$nulls":4},"South Africa"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Periodico"]
[null,null,null,"Note generali","Issued in newspaper format, <1995-1999>"]