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Human-computer interaction in game development with Python : design and develop a game interface using HCI technologies and techniques / / Joseph Thachil George, Meghna Joseph George
Human-computer interaction in game development with Python : design and develop a game interface using HCI technologies and techniques / / Joseph Thachil George, Meghna Joseph George
Autore George Joseph Thachil
Pubbl/distr/stampa New York, New York : , : Apress L. P., , [2022]
Descrizione fisica 1 online resource (335 pages) : illustrations (some color)
Disciplina 794.8151
Soggetto topico Computer games - Programming
Python (Computer program language)
Human-computer interaction
ISBN 1-4842-8182-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Table of Contents -- About the Authors -- About the Technical Reviewer -- Introduction -- Chapter 1: Human-Computer Interaction Tools and Methodologies -- Fundamentals of Human-Computer Interaction -- Digging Deeper -- Designing the Interface -- Adaption and Interfaces -- Interfaces of Multi-Device -- Evolutionary Trends -- Evaluation of Usability -- Bringing Usability and Accessibility Together -- Analysis of Task Situations -- Techniques and Tools for Human-Computer Interaction Development -- Techniques for Defining Specifications -- The Cycle of Tool Life and Methodologies Taxonomy -- Selecting Instruments, Techniques, and Resources -- The Eye Tracking Technique and Usability -- Eye Tracking Studies -- User Control -- Usability Testing -- Why Eye Tracking? -- Creating an Effective Interface -- Graphical User Interfaces -- Characteristics of User Interfaces -- Summary -- Chapter 2: Human-Computer Interaction Tools and Game Development -- Tools and Techniques for General Game Development -- The Video Game Interface -- Video Game Development and Interaction -- Video Game Users' Requirements and Needs -- Interactive UI Design for a Game -- Panel Design -- Window Architecture -- Icon Design -- Color Development -- Eye-Tracking Techniques -- The Impact of Eye Tracking in Games -- Eye Tracking in Games -- Project Planning and Development -- Development Environment -- OpenCV -- Structure of OpenCV -- Haar Cascade -- Face and Eye Recognition -- Modeling and Development -- Conclusions and Problems -- Creating the Data Structure -- Modeling and Development -- Conclusions and Problems -- Applying Photographic Filters -- Modeling and Development -- Conclusions -- Recognizing the Iris -- Modeling and Development -- Conclusions and Problems -- Edge Detection -- Modeling and Development -- Conclusions and Problems.
Parameter Analysis on Blur, CLAHE, and CANNY Filters -- Modeling and Development -- Analysis -- Iris Recognition (2) -- Modeling and Development -- Conclusions and Problems -- "Average Color" Recognition -- Modeling and Development -- Conclusions -- Project Analysis -- Data Analysis -- Precision -- Recall -- F-measure -- Result -- Video #1 -- Video #2 -- Video #3 -- Video #4 -- Project Conclusions -- Summary -- Chapter 3: Developing a Video Game -- Roles in the Video Game Industry -- Producers -- Publishers -- Game Developers -- Roles and Processes of Game Development -- Game Design -- Game Art Design -- Game Programming -- Game Testing -- Software Development -- Game Development Phases -- Pre-Production Phase -- Outsourcing -- Production Phase -- Milestones: The Cornerstones of Development -- Post-Production Phase -- Localization -- Fan Translation -- Summary -- Chapter 4: Turning Points in Game Development -- Game Engines -- Rendering Engine -- Indie Video Games -- Crowdfunding -- The Case of Dreams: Developing a Game Within a Video Game -- Current Problems in the Development of Video Games -- Crunch Time -- Piracy -- Programming Stages -- Paradigms and Programming Languages -- Visual Programming -- Summary -- Chapter 5: Developing a Game in Python -- Python and Pygame -- Designing the Video Game -- Development Team -- Game Design Document and Production -- Game Menu -- Short Introduction to Pygame -- Game Interface -- The Player -- Powering Up -- The Enemies -- The Bosses -- Collision Management -- The Levels -- Summary -- Chapter 6: Game Development - Industry Standards -- Game Terminology -- Overall Design of the Game -- Frontend and Backend in Game Development -- Verify the Token -- General Description of the Game's Services -- Network Interfaces and Sequence Diagram for the Game Development Cycle -- Game Network Interfaces -- Sequence Diagrams.
Casino Games -- Tournament Games -- Security of Online Games Through a Web Portal -- Secure Code for Games -- Secure by Design -- Security Control -- Summary -- Chapter 7: Gamification in Human-Computer Interaction -- Gamification Strategy -- Gamification Examples -- Common Risks and Mistakes -- Gamification in Education -- Aspects of the Game's Foundation -- The Different Game Categories -- Psychology and Motivation in Gamification -- The Two Different Types of Motivation -- Playing and Learning -- Gamification in the Classroom -- Factors that Make Gamification in the Classroom Easier -- How Can Gamification Help with Learning? -- Games-Based Learning vs Gamification -- Solutions for an Educational Game -- Designing a Gamified Application -- Math Games for Kids -- Gamified Applications Dedicated to Training -- ClassDojo -- Methodology for Creating Gamified Applications -- Web Application -- Native Application -- Native App vs Web App -- The PhoneGap Framework -- Why PhoneGap? -- PhoneGap's Architecture -- Anaconda Python and the PyQT5 GUI Framework -- Anaconda Installation -- Linux -- Windows -- PyQT5 Installation -- Linux -- Windows -- PyQt5 Example -- PyQT Events -- Drawbacks to Gamification -- Avoiding the Drawbacks -- Summary -- Chapter 8: Human-Computer Interaction Research and Development -- Human-Computer Interaction with a Head-Mounted Display -- Human-Machine Interfaces: Future Development -- The Touchscreen Revolution -- Direct Communication with the Mind -- Gesture Engagement Taken to a New Level -- Applications of Spatial Cognition Human Contact Research -- Interaction with the Voice -- Interactions Between the Brain and the Computer -- Summary -- Chapter 9: Recommendations and Concluding Comments -- Recommendations -- Broad HCI Assessment Criteria -- Information and Communication Technology (ICT) Development -- New Trends.
Promising HCI Technologies -- Important Considerations for Building a User-Friendly Interface -- Final Thoughts on Game Design and HCI -- Summary -- Index.
Record Nr. UNINA-9910574078103321
George Joseph Thachil  
New York, New York : , : Apress L. P., , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Immersive 3D design visualization : with autodesk maya and unreal engine 4 / / Abhishek Kumar
Immersive 3D design visualization : with autodesk maya and unreal engine 4 / / Abhishek Kumar
Autore Kumar Abhishek
Edizione [1st ed. 2021.]
Pubbl/distr/stampa New York, New York State : , : APress, , [2021]
Descrizione fisica 1 online resource (XIII, 301 p. 400 illus.)
Disciplina 794.815
Soggetto topico Computer games - Programming
Computer animation
Computer graphics
ISBN 1-4842-6597-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Design for Creative and Immersive Technology -- Chapter 2: Tools for Architectural Visualization -- Chapter 3: 3D Design with Autodesk Maya -- Chapter 4: Interactive Visualization with UE4 -- Chapter 5: Creating Virtual Worlds -- Chapter 6: Creating UVs -- Chapter 7: Lightmap Analysis and Correction -- Chapter 8: PBR Integrated Texturing -- Chapter 9: Material Design and Integration -- Chapter 10: Real-Time/Emissive Materials -- Chapter 11: Importing Design Assets in VR Engine -- Chapter 12: Unreal® Engine 4 for Level Design -- Chapter 13: Design Visualization Capstone Project: Testing and Fixing Errors -- Chapter 14: Design Visualization Capstone Project: Aesthetic Development -- Chapter 15: Immersive Design Portfolio.
Record Nr. UNINA-9910483519503321
Kumar Abhishek  
New York, New York State : , : APress, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
International Consumer Electronic Society's IEEE Games Innovation Conference : ICE-GIC
International Consumer Electronic Society's IEEE Games Innovation Conference : ICE-GIC
Pubbl/distr/stampa [Piscataway, N.J.], : IEEE, ©2009-
Disciplina 794.8
Soggetto topico Computer games - Programming
Computer games - Design
Video games - Programming
Soggetto genere / forma Conference papers and proceedings.
ISSN 2166-675X
Formato Materiale a stampa
Livello bibliografico Periodico
Lingua di pubblicazione eng
Altri titoli varianti IEEE International Games Innovation Conference
ICE-GIC
IGIC
International IEEE Consumer Electronics Society's Games Innovations Conference
Games Innovations Conference, ICE-GIC, International IEEE Consumer Electronics Society's
Record Nr. UNINA-9910626154003321
[Piscataway, N.J.], : IEEE, ©2009-
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
International Consumer Electronic Society's IEEE Games Innovation Conference : ICE-GIC
International Consumer Electronic Society's IEEE Games Innovation Conference : ICE-GIC
Pubbl/distr/stampa [Piscataway, N.J.], : IEEE, ©2009-
Disciplina 794.8
Soggetto topico Computer games - Programming
Computer games - Design
Video games - Programming
Soggetto genere / forma Conference papers and proceedings.
ISSN 2166-675X
Formato Materiale a stampa
Livello bibliografico Periodico
Lingua di pubblicazione eng
Altri titoli varianti IEEE International Games Innovation Conference
ICE-GIC
IGIC
International IEEE Consumer Electronics Society's Games Innovations Conference
Games Innovations Conference, ICE-GIC, International IEEE Consumer Electronics Society's
Record Nr. UNISA-996280027003316
[Piscataway, N.J.], : IEEE, ©2009-
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
An introduction to HTML5 game development with Phaser.js / / Travis Faas
An introduction to HTML5 game development with Phaser.js / / Travis Faas
Autore Faas Travis
Pubbl/distr/stampa Boca Raton : , : Taylor & Francis, CRC Press, , [2017]
Descrizione fisica 1 online resource (301 pages) : illustrations (some color)
Disciplina 794.81526
Soggetto topico Computer games - Programming
Internet programming
HTML (Document markup language)
Soggetto non controllato Phaser framework
ISBN 1-315-31868-7
1-315-36386-0
1-315-31921-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto chapter 1. Introduction -- chapter 2. State of HTML5 games -- chapter 3. A simple game -- chapter 4. Workspace setup -- chapter 5. Phaser project setup -- chapter 6. Phaser principles -- chapter 7. Game examples -- chapter 8. Game deployment -- chapter 9. Conclusion.
Record Nr. UNINA-9910159439403321
Faas Travis  
Boca Raton : , : Taylor & Francis, CRC Press, , [2017]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
iPhone game blueprints / / Igor Uduslivii
iPhone game blueprints / / Igor Uduslivii
Autore Uduslivii Igor
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (358 p.)
Disciplina 005.26
Collana Community experience distilled
Soggetto topico Computer games - Programming
iPhone (Smartphone) - Programming
Soggetto genere / forma Electronic books.
ISBN 1-84969-027-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Starting the Game; Telling a story; Characters; Levels; Naming; Working with graphic assets; Sprites and tiles; Preparing animation; Background; Application icon; Achievements; Trophies; Banners; Screenshots; Gameplay videos; Summary; Chapter 2: Ergonomics; Portraying the player; Ergonomic aspects; Simple rules; Distance to the game; The Pause button; Autosaving; The Continue button; Visibility of the control elements; Direct control; Introducing functionality
Health regenerationPeaks and valleys; One event per moment; Difficulty level; Sound and music; Minimum screen areas; Using buttons; UI elements; Accessible games; Color blindness; Photosensitive epilepsy; Handedness; Other accessibility issues; Summary; Chapter 3: Gesture Games; Introducing the game idea; Imagining the device orientation; Introducing game modes; Gestures; Intuition; Lights; Thinking about the plot and decorations; Alternative ideas; Creating a game's identity; Game blueprints; Summary; Chapter 4: Card and Board Games; The ornament of life; Powerful objects
Traditional board gamesPlanning your digital board game; The Plot; Game elements and goals; Game start; The game board; Decks; Robots; Doors; Tools and bonuses; Monsters; The game table; Robo-golem; Robo-zombie; Alternative ideas; Player's Identity; Game blueprints; Summary; Chapter 5: Puzzles; Making connections; Puzzle types; Word puzzles; Number (mathematical) puzzles; Audio puzzles; Transport puzzles; Point connection puzzles; Physics-based puzzles; Tile-matching puzzles; Match-three games; Game board dimensions; Triggers; Scoring; Prototyping your puzzle; Inserting elements; Tile shooter
ScrollingMoving columns; Tile-o-fall; Obstacles; Tile-o-maze; Tile-RPG; Ornamentation; Alternative ideas for match-three games; The identity of the game; Blueprints; Summary; Chapter 6: Platformer; Scaffolding; Types of platforms; Game idea; Plot; Game controls; Setting the screen layout; Planning a character's look; Making characters cute; Making characters scary; Making characters brutal; Avoiding the uncanny valley; Creating characters; Earning bonuses and pitfalls; Introducing triggers; Fighting with enemies; Parallax scrolling; Starting an animation; Frames; Walking cycle for protagonist
Walking cycle animation for enemiesJumping and shooting animation; Programming animation; Physics-based puzzles; The identity of the game; Blueprints of 3robopainter game; Summary; Chapter 7: Adventure; Beginning of a journey; Understanding types of adventure games; Text-based adventure; Puzzle-based adventure; Action-based adventure; Escape the room; Planning the setting; Establishing the game idea; Writing the plot; Introducing the protagonist; Planning the room; Interaction; Language of adventures; Thinking about puzzles; Creating the scene flowchart; Presenting the inventory; Monologues
Dialogues
Record Nr. UNINA-9910453420203321
Uduslivii Igor  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
jMonkeyEngine 3.0 beginner's guide [[electronic resource] ] : develop professional 3D games for desktop, web, and mobile, all in the familiar Java programming language / / Ruth Kusterer
jMonkeyEngine 3.0 beginner's guide [[electronic resource] ] : develop professional 3D games for desktop, web, and mobile, all in the familiar Java programming language / / Ruth Kusterer
Autore Kusterer Ruth
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica vi, 334 p. : ill. (some col.)
Soggetto topico Computer games - Programming
Computer games - Design
Java (Computer program language)
Soggetto genere / forma Electronic books.
ISBN 1-84951-647-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910462653503321
Kusterer Ruth  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
jMonkeyEngine 3.0 cookbook : over 80 practical recipes to expand and enrich your jMonkeyEngine skill set with a close focus on game development / / Rickard Edén
jMonkeyEngine 3.0 cookbook : over 80 practical recipes to expand and enrich your jMonkeyEngine skill set with a close focus on game development / / Rickard Edén
Autore Edén Rickard
Pubbl/distr/stampa Birmingham, England : , : [Packt] Publishing, , 2014
Descrizione fisica 1 online resource (298 p.)
Disciplina 794.81536
Soggetto topico Computer games - Design
Computer games - Programming
Java (Computer program language)
Soggetto genere / forma Electronic books.
ISBN 1-78328-648-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: SDK Game Development Hub; Introduction; Setting up a project; Importing a model; Using Scene Composer; Modifying heightmaps with Terrain Editor; Adding a sky box and lighting; Adding water using a filter; Adding some ambient audio; Creating bitmap fonts with Font Creator; Retrieving an attachment node; Using ParticleEmitter - Soaring Birds; An advanced ParticleEmitter class; Chapter 2: Cameras and Game Controls; Introduction; Creating a reusable character control
Attaching an input AppState objectFiring in FPS; Firing non-instant bullets; Creating an RTS camera AppState object; Selecting units in RTS; Making the camera follow units; Following a character with ChaseCamera; Adding a game controller or joystick input; Leaning around corners; Detecting cover automatically in a third-person game; Chapter 3: World Building; Introduction; Using noise to generate a terrain; Lighting your world and providing it with dynamic lights; Deforming a terrain in real time; Automating trees'' distribution; Endless worlds and infinite space
Flowing water with cellular automataThe essentials of a cube-based world; Chapter 4: Mastering Character Animations; Introduction; Previewing animations in SDK; Creating an animation manager control; Extending the animation control; Handling jump animations; Creating a custom animation - leaning; Creating a subanimation; Lip syncing and facial expressions; Eye movement; Location-dependent animation - edge check; Aligning feet with ground - inverse kinematics; Chapter 5: Artificial Intelligence; Introduction; Creating a reusable AI control class; Sensing - vision; Sensing - hearing
Decision making - Finite State MachineCreating the AI using cover; Generating NavMesh in SDK; Pathfinding - using NavMesh; Controlling groups of AI; Pathfinding - our own A* pathfinder; Chapter 6: GUI with Nifty GUI; Introduction; Initializing Nifty and managing an options menu; Loading the screen; Creating an RPG dialog screen; Implementing a game console; Handling a game message queue; Creating an inventory screen; Customizing the input and settings page; Using offscreen rendering for a minimap; Chapter 7: Networking with SpiderMonkey; Introduction; Setting up a server and client
Handling basic messagingMaking a networked game - Battleships; Implementing a network code for FPS; Loading a level; Interpolating between player positions; Firing over a network; Optimizing the bandwidth and avoiding cheating; Chapter 8: Physics with Bullet; Introduction; Creating a pushable door; Building a rocket engine; Ballistic projectiles and arrows; Handling multiple gravity sources; Self-balancing using RotationalLimitMotors; The principles of a bridge-building game; Networked physics; Chapter 9: Taking Our Game to the Next Level; Introduction
Creating a muzzle flash using ParticleEmitter
Record Nr. UNINA-9910465445703321
Edén Rickard  
Birmingham, England : , : [Packt] Publishing, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Learn HTML5 by creating fun games [[electronic resource] /] / Rodrigo Silveira
Learn HTML5 by creating fun games [[electronic resource] /] / Rodrigo Silveira
Autore Silveira Rodrigo
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica 1 online resource (374 p.)
Soggetto topico HTML (Document markup language)
Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-84969-603-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910463036003321
Silveira Rodrigo  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Learn OpenGL ES : for mobile game and graphics development / / Prateek Mehta
Learn OpenGL ES : for mobile game and graphics development / / Prateek Mehta
Autore Mehta Prateek
Edizione [1st ed. 2013.]
Pubbl/distr/stampa New York : , : Apress, , 2013
Descrizione fisica 1 online resource (xvii, 199 pages) : illustrations (some color)
Disciplina 004
794.8151
Collana Gale eBooks
Soggetto topico Computer graphics
Application software - Development
Computer games - Programming
ISBN 1-4302-5054-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""Contents at a Glance""; ""Contents""; ""About the Author""; ""About the Technical Reviewer ""; ""Acknowledgments""; ""Preface""; ""Chapter 1: Benefits of the New API""; ""Modern Graphic-rendering API""; ""Devices Love It""; ""Easy App Development: Let�s Create an OpenGL Surface View""; ""Determining OpenGL ES Version""; ""Creating the OpenGL Surface""; ""ES 2.0 Is for the Ambitious""; ""Where Are the Developers?""; ""Summary""; ""Chapter 2: Implementation Prerequisites""; ""Selecting a Development Device: Why Upgrade to Gingerbread?""; ""Choosing Inputs That Your Game Needs""
""Tank Fence""""Creating Menus for the Game""; ""Setting Views Using setContentView and addContentView""; ""Sleek Design of XML Views""; ""Working with Buttons and the Counter Class""; ""Using Touch for Rotation""; ""Rotation Using Android Sensors""; ""Summary""; ""Chapter 3: ES 2.0 Fundamentals""; ""EGL on Android""; ""The GLSurfaceView Class""; ""Setting up the Renderer""; ""Renderer Thread""; ""Decoupling for Dedicated Performance""; ""Thread Safety""; ""Implemented Methods""; ""Anatomy of a Renderer""; ""GL SURFACE CHANGED Application""; ""Framebuffer""; ""Double Buffering""
""Clearing the Color Buffer""""Setting the Viewport""; ""GLSL""; ""Shader Program""; ""Vertex Shader Example""; ""Data Types""; ""Fragment Shader Example""; ""GL POINT BASIC Application""; ""Using the loadShader Method""; ""Attributes""; ""Drawing Line and Triangle Primitives""; ""Varyings""; ""Triangle Primitive""; ""Normalized Device Coordinate System""; ""3D-Transformation""; ""Types of Transformations""; ""The Matrix Class""; ""State Management""; ""Cull Face""; ""Depth Test""; ""Summary""; ""Chapter 4: 3D Modeling""; ""Drawing Shapes Using glDrawElements""
""GL POINT ELEMENTS Application""""Drawing Line and Triangle Primitives""; ""Blender for Modeling""; ""Default Layout""; ""Using Object Mode""; ""Panels in 3D View""; ""Translating Objects""; ""Using the Lasso-Select Command""; ""Modeling Objects for the Game""; ""Creating an Equilateral Triangle""; ""tankFence Blender File""; ""Material Context""; ""Player Object""; ""Adding Plane Mesh""; ""Editing the Player Object""; ""Exporting Mesh Data""; ""Parsing Objects for OpenGL ES""; ""Installing Perl""; ""Downloading Parser""; ""Using the Parser""; ""Using the Mesh Data""
""Adding the Player Object""""Basic Components in the Blender Interface: Screenshots""; ""Summary""; ""Chapter 5: Texturing and Shading""; ""Vertex Buffer Objects""; ""Types of Buffer Objects""; ""Using Buffer Objects""; ""Using Color Masks""; ""Textures""; ""2D Texture""; ""Loading the Image Data""; ""sampler2D Uniform Variable""; ""Using Texture and Color""; ""Cubemap Textures""; ""Loading Images for a Cubemap Texture""; ""samplerCube Uniform Variable""; ""Multi-Texturing""; ""Lighting Effects Using Shader Programs""; ""Illumination Models""
""Diffuse Reflection: Equations for Illumination""
Record Nr. UNINA-9910438104203321
Mehta Prateek  
New York : , : Apress, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui