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2006 IEEE Symposium on Computational Intelligence and Games : CIG'06, May 22-24, 2006, Reno/Lake Tahoe, Nevada, USA
2006 IEEE Symposium on Computational Intelligence and Games : CIG'06, May 22-24, 2006, Reno/Lake Tahoe, Nevada, USA
Pubbl/distr/stampa [Place of publication not identified], : Institute of Electrical and Electronics Engineers, 2006
Disciplina 794.8/1526
Soggetto topico Video games - Programming
Game theory
Computational intelligence
Engineering & Applied Sciences
Computer Science
ISBN 1-5090-9499-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910142664103321
[Place of publication not identified], : Institute of Electrical and Electronics Engineers, 2006
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2006 IEEE Symposium on Computational Intelligence and Games : CIG'06, May 22-24, 2006, Reno/Lake Tahoe, Nevada, USA
2006 IEEE Symposium on Computational Intelligence and Games : CIG'06, May 22-24, 2006, Reno/Lake Tahoe, Nevada, USA
Pubbl/distr/stampa [Place of publication not identified], : Institute of Electrical and Electronics Engineers, 2006
Disciplina 794.8/1526
Soggetto topico Video games - Programming
Game theory
Computational intelligence
Engineering & Applied Sciences
Computer Science
ISBN 1-5090-9499-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996201771503316
[Place of publication not identified], : Institute of Electrical and Electronics Engineers, 2006
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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2010 IEEE Symposium on Computational Intelligence and Games
2010 IEEE Symposium on Computational Intelligence and Games
Pubbl/distr/stampa [Place of publication not identified], : I E E E, 2010
Disciplina 794.8/1526
Soggetto topico Video games - Programming
Game theory
Computational intelligence
ISBN 1-4244-6297-5
1-4244-6296-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910140755003321
[Place of publication not identified], : I E E E, 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
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2010 IEEE Symposium on Computational Intelligence and Games
2010 IEEE Symposium on Computational Intelligence and Games
Pubbl/distr/stampa [Place of publication not identified], : I E E E, 2010
Disciplina 794.8/1526
Soggetto topico Video games - Programming
Game theory
Computational intelligence
ISBN 1-4244-6297-5
1-4244-6296-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996205406003316
[Place of publication not identified], : I E E E, 2010
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Lo trovi qui: Univ. di Salerno
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Advances in Computer Games [[electronic resource] ] : 13th International Conference, ACG 2011, Tilburg, The Netherlands, November 20-22, 2011, Revised Selected Papers / / edited by H. Jaap van den Herik, Aske Plaat
Advances in Computer Games [[electronic resource] ] : 13th International Conference, ACG 2011, Tilburg, The Netherlands, November 20-22, 2011, Revised Selected Papers / / edited by H. Jaap van den Herik, Aske Plaat
Edizione [1st ed. 2012.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2012
Descrizione fisica 1 online resource (XXIII, 356 p. 131 illus.)
Disciplina 794.8/1526
Collana Theoretical Computer Science and General Issues
Soggetto topico Algorithms
Artificial intelligence
Computer science
Computer networks
Computer science—Mathematics
Discrete mathematics
Numerical analysis
Artificial Intelligence
Theory of Computation
Computer Communication Networks
Discrete Mathematics in Computer Science
Numerical Analysis
ISBN 3-642-31866-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996465551303316
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2012
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Advances in Computer Games [[electronic resource] ] : 11th International Conference, ACG 2005, Taipei, Taiwan, September 6-8, 2005. Revised Papers / / edited by H. Jaap van den Herik, Shun-Chin Hsu, Tsan-sheng Hsu, H.H.L.M. Donkers
Advances in Computer Games [[electronic resource] ] : 11th International Conference, ACG 2005, Taipei, Taiwan, September 6-8, 2005. Revised Papers / / edited by H. Jaap van den Herik, Shun-Chin Hsu, Tsan-sheng Hsu, H.H.L.M. Donkers
Edizione [1st ed. 2006.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2006
Descrizione fisica 1 online resource (XIV, 273 p.)
Disciplina 794.8/1526
Collana Theoretical Computer Science and General Issues
Soggetto topico Computer science
Computer science—Mathematics
Discrete mathematics
Numerical analysis
Mathematical statistics
Artificial intelligence
Algorithms
Computer Science
Discrete Mathematics in Computer Science
Numerical Analysis
Probability and Statistics in Computer Science
Artificial Intelligence
ISBN 3-540-48889-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Innovative Opening-Book Handling -- Partial Information Endgame Databases -- Automatic Generation of Search Engines -- RSPSA: Enhanced Parameter Optimization in Games -- Similarity Pruning in PrOM Search -- Enhancing Search Efficiency by Using Move Categorization Based on Game Progress in Amazons -- Recognizing Seki in Computer Go -- Move-Pruning Techniques for Monte-Carlo Go -- A Phantom-Go Program -- Dual Lambda Search and Shogi Endgames -- Chunking in Shogi: New Findings -- King Race -- The Graph-History Interaction Problem in Chinese Chess -- A New Family of k-in-a-Row Games -- Exact-Bound Analyzes and Optimal Strategies for Mastermind with a Lie -- Player Modeling, Search Algorithms and Strategies in Multi-player Games -- Solving Probabilistic Combinatorial Games -- On Colored Heap Games of Sumbers -- An Event-Based Pool Physics Simulator -- Optimization of a Billiard Player – Position Play.
Record Nr. UNISA-996465922903316
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2006
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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Advances in Computer Games : 11th International Conference, ACG 2005, Taipei, Taiwan, September 6-8, 2005. Revised Papers / / edited by H. Jaap van den Herik, Shun-Chin Hsu, Tsan-sheng Hsu, H.H.L.M. Donkers
Advances in Computer Games : 11th International Conference, ACG 2005, Taipei, Taiwan, September 6-8, 2005. Revised Papers / / edited by H. Jaap van den Herik, Shun-Chin Hsu, Tsan-sheng Hsu, H.H.L.M. Donkers
Edizione [1st ed. 2006.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2006
Descrizione fisica 1 online resource (XIV, 273 p.)
Disciplina 794.8/1526
Collana Theoretical Computer Science and General Issues
Soggetto topico Computer science
Computer science—Mathematics
Discrete mathematics
Numerical analysis
Mathematical statistics
Artificial intelligence
Algorithms
Computer Science
Discrete Mathematics in Computer Science
Numerical Analysis
Probability and Statistics in Computer Science
Artificial Intelligence
ISBN 3-540-48889-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Innovative Opening-Book Handling -- Partial Information Endgame Databases -- Automatic Generation of Search Engines -- RSPSA: Enhanced Parameter Optimization in Games -- Similarity Pruning in PrOM Search -- Enhancing Search Efficiency by Using Move Categorization Based on Game Progress in Amazons -- Recognizing Seki in Computer Go -- Move-Pruning Techniques for Monte-Carlo Go -- A Phantom-Go Program -- Dual Lambda Search and Shogi Endgames -- Chunking in Shogi: New Findings -- King Race -- The Graph-History Interaction Problem in Chinese Chess -- A New Family of k-in-a-Row Games -- Exact-Bound Analyzes and Optimal Strategies for Mastermind with a Lie -- Player Modeling, Search Algorithms and Strategies in Multi-player Games -- Solving Probabilistic Combinatorial Games -- On Colored Heap Games of Sumbers -- An Event-Based Pool Physics Simulator -- Optimization of a Billiard Player – Position Play.
Record Nr. UNINA-9910484301603321
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2006
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Beginning Android 3D Game Development [[electronic resource] /] / by Robert Chin
Beginning Android 3D Game Development [[electronic resource] /] / by Robert Chin
Autore Chin Robert
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Descrizione fisica 1 online resource (482 p.)
Disciplina 794.8/1526
Soggetto topico Computer games—Programming
Application software
Game Development
Computer Applications
ISBN 1-4302-6548-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Beginning Android 3D Game Development -- Contents at a Glance -- Contents -- About the Author -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Chapter 1: Let's Meet the Android -- Overview of Android -- Overview of the Android SDK -- Android Software Development Kit (SDK) Requirements -- Android SDK Components Overview -- Eclipse with Android Development Tools Plug-in -- Android SDK Manager -- Android Virtual Device -- How to Set Up for Development -- Android Development Tools Integrated Development Environment (IDE) Overview -- Package Explorer -- Source Code Area -- Outline -- Dalvik Debug Monitor Server (DDMS) -- LogCat Window -- Launching the SDK Manager and AVD Manager from Eclipse -- Hands-on Example: Non-OpenGL ES Text "Hello World" Program -- Creating a New Android Project -- Running on an Android Emulator -- Running on an Actual Android Device -- The Main Source Code -- The Graphical Layout -- The Actual "Hello World" Data -- Summary -- Chapter 2: Java for Android -- Overview of the Java Language -- Java Comments -- Java Basic Data Types -- Arrays -- Data Modifiers -- Java Operators -- Arithmetic Operators -- Unary Operators -- Conditional Operators -- Bitwise and Bit Shift Operators -- Java Flow Control Statements -- Java Classes -- Packages and Classes -- Accessing Classes in Packages -- Java Interfaces -- Accessing Class Variables and Functions -- Java Functions -- Calling the Parent Function -- The Basic Android Java Program Framework -- Android Activity Life Cycle Overview -- Key Activity Life Cycle Cases -- Seeing the Activity Life Cycle in Action -- The Basic Android Java OpenGL Framework -- Basic Android OpenGL ES Framework for a Single-View OpenGL ES Application -- The Custom GLSurfaceView -- The Custom Renderer -- Basic Android OpenGL ES Framework for a Multiple View OpenGL ES Application.
The XML Layout File -- The Activity Class and GLSurfaceView Class -- Hands-on Example: A 3D OpenGL "Hello Droid" Example -- Importing Project Examples into Eclipse -- The MainActivity and MyGLSurfaceView Classes -- The MyGLRenderer Class -- Class Overview -- Experimenting with "Hello Droid" -- Summary -- Chapter 3: 3D Math Review -- Vectors and Vector Operations -- What Is a Vector ? -- Vector Representing Position -- Vector Representing Direction -- Vector Representing Rotation Axis -- Vector Representing Force -- Vectors Representing Local Axes -- Our Vector Class -- The Vector Magnitude -- Vector Normalization -- Vector Addition -- Vector Multiplication -- Vector Negation -- The Right Triangle -- Vector Dot Product -- Vector Cross Product -- Matrices and Matrix Operations -- What Is a Matrix ? -- Built-in Android Matrix Class -- The Identity Matrix -- Matrix Transpose -- Matrix Multiplication -- Matrix Inverse -- Homogeneous Coordinates -- Using Matrices to Move Objects -- Using Matrices to Rotate Objects -- Using Matrices to Scale Objects -- Combining Matrices -- Hands-on Example: Manipulating Objects in 3D Space -- Building a 3D Object's Model Matrix -- Adding a Rotation to an Object -- Moving an Object in 3D Space -- Scaling an Object -- Summary -- Chapter 4: 3D Graphics Using OpenGL ES 2.0 -- Overview of OpenGL ES 2.0 on Android -- General Overview of OpenGL Object Rendering -- Specific Overview of the Rendering Procedure -- Transforming the 3D Object's Vertices -- Building the Model Matrix -- Building the View Matrix -- Building the Projection Matrix -- Setting the Viewport -- Sending the Matrices and Lighting Information to the Vertex and Fragment Shaders -- Rendering the Scene -- Overview of the OpenGL ES 2.0 Shading Language -- Basic Data Types -- Vector Components -- Operators and Expressions -- Program Flow Control Statements.
Storage Qualifiers -- Reserved Variables -- Built-in Functions -- Overview of Vertex Shaders -- A Complex Vertex Shader -- Overview of Fragment or Pixel Shaders -- Overview of the Shader Class -- The Camera -- The 3D Object Mesh -- Mesh Vertex Data -- The MeshEx Class -- MeshEx Class Overview -- MeshEx Class Constructor -- MeshEx Class Error Debug Function -- MeshEx Class Mesh Draw Function -- Lighting -- Overview of Lighting -- The PointLight Class -- Building the Normal Matrix -- Lighting in the Vertex Shader -- Ambient -- Diffuse -- Specular -- Lighting in the Fragment Shader -- Ambient Lighting -- Diffuse Lighting -- Specular Lighting -- Final Fragment Color -- Materials -- The Material Class -- Materials in the Fragment Shader -- Textures -- Texture Magnification and Minification -- Texture Clamping and Repeating -- The Texture Class -- Textures in the Vertex Shader -- Textures in the Fragment Shader -- Summary -- Chapter 5: Motion and Collision -- Overview of Motion -- Linear Velocity and Linear Acceleration -- Newton's Laws of Motion -- Gravity -- Angular Velocity and Angular Acceleration -- Rotational Forces -- The Physics Class -- Hands-on Example: Linear Motion and Angular Motion Using Forces -- Creating a Four-Sided Textured Cube -- Modifying the Object3d Class -- Modifying the MyGLRenderer Class -- Overview of Collisions -- Collision Detection -- Modifying the MeshEx Class -- Modifying the Object3d Class -- Types of Collisions -- Modifying the Physics Class -- Calculating Collisions -- Modifying the Physics Class -- Hands-on Example: Collisions -- Modifying the MyGLRenderer Class -- Newton's Law of Gravity -- Drone Grid Case Study: Creating a Gravity Grid Using a Vertex Shader -- Modifying the Physics Class -- Modifying the MeshEx Class -- The GravityGridEx Class -- Creating the New Vertex Shader -- Main() Function of Shader.
Modifying the MyGLRenderer Class -- Summary -- Chapter 6: Game Environment -- Overview of Sounds on Android -- The Sound Class -- Modifying the Object3d Class -- Hands-on Example: Sounds -- Modifying the MyGLRenderer Class -- Overview of a Heads-Up Display -- Overview of Our HUD -- Creating the BillBoard Class -- Creating the BillBoardFont Class -- Modifying the Texture Class -- Creating the BillBoardCharacterSet Class -- Creating the HUDItem Class -- Creating the HUD Class -- Modifying the Object3d Class -- Drone Grid Case Study: Creating the HUD -- Modifying the MyGLRenderer Class -- Overview of Persistent Data -- Modifying the Orientation Class -- Modifying the Physics Class -- Modifying the Object3d Class -- Hands-on Example: Saving Persistent Data -- Modifying the MyGLRenderer Class -- Modifying the MyGLSurfaceView Class -- Modifying the MainActivity Class -- Summary -- Chapter 7: Drone Grid Case Study: Creating the Player -- Creating the Player Graphic -- Creating the Mesh Class -- Modifying the Object3d Class -- Modifying Other Classes That Use the Object3d Class -- Creating the Pyramid Class -- Creating the PowerPyramid Class -- Creating the Player's Viewpoint and Input -- Modifying the MyGLRenderer Class -- Modifying the MyGLSurfaceView Class -- Creating Player Weapons and Ammunition -- Creating the Explosions -- Creating the PolyParticleEx Class -- Creating the SphericalPolygonExplosion Class -- Modifying the Object3d Class -- Creating Game Object Statistics -- Creating the Stats Class -- Modifying the Object3d Class -- Hands-on Example: Target Shooting! -- Creating the Player -- Creating the Player's Weapon -- Processing Collisions -- Modifying the onDrawFrame() Function -- Summary -- Chapter 8: Drone Grid Case Study: Creating the Enemies -- Creating Arena Objects -- Overview of Artificial Intelligence -- Creating the Tank Enemy.
Creating the Tank Graphic -- Creating the Tank State -- Creating Vehicle Commands -- Creating the Tank State to Process Commands -- Creating the Vehicle Steering Class -- Creating the Tank's Patrol/Attack State -- Creating the Tank Finite State Machine -- Creating the Driver for the Tank -- Modifying the Physics Class -- Modifying the Object3d Class -- Creating the Tank Class -- Hands-on Example: Arena Objects and Tanks -- Modifying the MyGLRenderer Class -- Summary -- Chapter 9: Drone Grid Case Study: The User Interface -- Creating the Main Menu System -- The MenuItem Class -- The MainMenu Class -- Creating the High Score Table -- The HighScoreEntry Class -- The HighScoreTable Class -- Creating the High Score Entry System -- Hands-on Example: Demonstrating the User Interface -- Modifying the MyGLRenderer Class -- Summary -- Chapter 10: The Final Drone Grid Game -- Organizing and Controlling Groups of Enemies -- The ArenaObjectSet Class -- The TankFleet Class -- The GamePlayController Class -- Saving and Loading the Game State -- Modifying the MainActivity Class -- Modifying the MyGLRenderer Class -- Adding in the Game Over Game State -- Hands-on Example: The Drone Grid Game -- Modifying the MyGLRenderer Class -- Summary -- Chapter 11: The Android Native Development Kit (NDK) -- NDK Overview -- NDK System Requirements -- Android Platform Compatibility -- Installing the Android NDK -- Ways to Use the Android NDK -- Java Native Interface Overview -- The Java Interface Pointer -- Loading and Linking Native C/C++ Methods -- Naming Native Functions -- Native Function Parameters -- C vs. C++ Native Function Formats -- Native Types -- Reference Types -- JNI Signature Types -- Calling Native Code from Java and Accessing Java Methods from Native Code -- JNI Functions -- Android JNI Makefile -- Hands-on Example: "Hello World from JNI and Native Code ".
Modifying the MyGLRenderer Class.
Record Nr. UNINA-9910300465803321
Chin Robert  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Computer games [[electronic resource] ] : learning objectives, cognitive performance and effects on development / / Agustin Soria and Julian Maldonado, editors
Computer games [[electronic resource] ] : learning objectives, cognitive performance and effects on development / / Agustin Soria and Julian Maldonado, editors
Pubbl/distr/stampa New York, : Nova Science Publisher's, c2010
Descrizione fisica 1 online resource (219 p.)
Disciplina 794.8/1526
Altri autori (Persone) SoriaAgustin <1954->
MaldonadoJulian
Collana Computer science, technology and applications series
Soggetto topico Computer games - Programming
Computer games - Design
Computer games - Research
Video games - Design
Soggetto genere / forma Electronic books.
ISBN 1-61761-178-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT ""; ""COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT ""; ""CONTENTS ""; ""PREFACE ""; ""EDUTAIN@GRID: A RESOURCE MANAGEMENTPLATFORM FOR MASSIVELY MULTIPLAYERONLINE GAMES""; ""Abstract""; ""1. Introduction""; ""2. Model""; ""2.1. Game Application Model""; ""2.2. Game Load Complexity Model""; ""2.3. Game Hosting Model""; ""2.4. Complete Game Ecosystem Model""; ""3. Architecture""; ""4. Monitoring""; ""4.1. Real-Time Metrics""; ""4.2. Monitored Entities""
""4.2.1. Host Entity""""4.2.2. Game Process Entity""; ""4.2.3.Game Local Session Entity""; ""4.3. Monitoring Method""; ""5. Load Prediction""; ""5.1. Predictor Families""; ""5.2. Prediction Method""; ""5.3. Neural Network-Based Prediction""; ""5.3.1. Preprocessor""; ""5.3.2. Signal Expander""; ""5.3.3. Neural Network""; ""5.3.4. Postprocessor""; ""5.3.5. Utilisation""; ""5.3.6. Complexity Analysis""; ""5.4. Implementation""; ""5.5. Distributed FPS Game Simulator""; ""5.6. Neural Network Tuning""; ""5.6.1. Network Type""; ""5.6.2. Network Structure""; ""5.6.3. Transfer Function""
""5.6.4. Signal Expanding""""5.7. Prediction Results""; ""6. Capacity Management""; ""6.1. Processor Load Model""; ""6.2. Memory Load Model""; ""6.3. Network Load Model""; ""6.4. General Load Model""; ""7. Resource Allocation""; ""8. Conclusions""; ""References""; ""A STRATEGY FOR ANALYZING DIGITALEPISTEMIC GAMES""; ""Abstract""; ""Introduction""; ""Game Categorization""; ""Epistemic Patterns""; ""Pattern List""; ""Arranging""; ""Assigning""; ""Collecting""; ""Comparing""; ""Composing""; ""Filtering""; ""Linking""; ""Probing""; ""Searching""; ""Selecting""
""Analysis of Games Using These Patterns""""Adventures of Lolo""; ""Bejeweled""; ""Blocksum""; ""Bookworm""; ""Civilization IV""; ""The Incredible Machine""; ""Legend of Zelda: Ocarina of Time""; ""Myst""; ""Pacman""; ""Step-By-Step""; ""Tetris""; ""Conclusion""; ""References""; ""PATTERNS OF DIGITAL GAME PLAYING IN EARLY ADOLESCENCE: RELATIONS TO DEPRESSED MOOD ""; ""Abstract ""; ""Introduction ""; ""Digital Game Playing and Emotion Regulation""; ""Patterns of Playing Digital Games and Depressed Mood""; ""The Current Study""; ""Methods""; ""Participants""; ""Study Procedure""; ""Measures""
""Results""""Descriptive Results""; ""Digital Game Playing Patterns""; ""Digital Game Playing Patterns and Depressed Mood""; ""Conclusion ""; ""Acknowledgements""; ""References""; ""VIDEO GAMES FOR HEALTH:DESIGN STRATEGIESFOR MAXIMIZING LEARNING""; ""Abstract""; ""Introduction""; ""Scope of this Chapter""; ""Video Games for Learning""; ""Video Games for Health""; ""Concrete Versus Conceptual Games""; ""Learning Theory and Health Game Design""; ""The Example of Re-Mission""; ""Symbolic Self Modeling in Re-Mission""; ""Other Learning Principles in Re-Mission""; ""Conclusion""; ""References""
""DREAMS AND VIDEO GAME PLAY""
Record Nr. UNINA-9910452204903321
New York, : Nova Science Publisher's, c2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Computer games [[electronic resource] ] : learning objectives, cognitive performance and effects on development / / Agustin Soria and Julian Maldonado, editors
Computer games [[electronic resource] ] : learning objectives, cognitive performance and effects on development / / Agustin Soria and Julian Maldonado, editors
Pubbl/distr/stampa New York, : Nova Science Publisher's, c2010
Descrizione fisica 1 online resource (219 p.)
Disciplina 794.8/1526
Altri autori (Persone) SoriaAgustin <1954->
MaldonadoJulian
Collana Computer science, technology and applications series
Soggetto topico Video games - Programming
Video games - Research
Video games - Design
ISBN 1-61761-178-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT ""; ""COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT ""; ""CONTENTS ""; ""PREFACE ""; ""EDUTAIN@GRID: A RESOURCE MANAGEMENTPLATFORM FOR MASSIVELY MULTIPLAYERONLINE GAMES""; ""Abstract""; ""1. Introduction""; ""2. Model""; ""2.1. Game Application Model""; ""2.2. Game Load Complexity Model""; ""2.3. Game Hosting Model""; ""2.4. Complete Game Ecosystem Model""; ""3. Architecture""; ""4. Monitoring""; ""4.1. Real-Time Metrics""; ""4.2. Monitored Entities""
""4.2.1. Host Entity""""4.2.2. Game Process Entity""; ""4.2.3.Game Local Session Entity""; ""4.3. Monitoring Method""; ""5. Load Prediction""; ""5.1. Predictor Families""; ""5.2. Prediction Method""; ""5.3. Neural Network-Based Prediction""; ""5.3.1. Preprocessor""; ""5.3.2. Signal Expander""; ""5.3.3. Neural Network""; ""5.3.4. Postprocessor""; ""5.3.5. Utilisation""; ""5.3.6. Complexity Analysis""; ""5.4. Implementation""; ""5.5. Distributed FPS Game Simulator""; ""5.6. Neural Network Tuning""; ""5.6.1. Network Type""; ""5.6.2. Network Structure""; ""5.6.3. Transfer Function""
""5.6.4. Signal Expanding""""5.7. Prediction Results""; ""6. Capacity Management""; ""6.1. Processor Load Model""; ""6.2. Memory Load Model""; ""6.3. Network Load Model""; ""6.4. General Load Model""; ""7. Resource Allocation""; ""8. Conclusions""; ""References""; ""A STRATEGY FOR ANALYZING DIGITALEPISTEMIC GAMES""; ""Abstract""; ""Introduction""; ""Game Categorization""; ""Epistemic Patterns""; ""Pattern List""; ""Arranging""; ""Assigning""; ""Collecting""; ""Comparing""; ""Composing""; ""Filtering""; ""Linking""; ""Probing""; ""Searching""; ""Selecting""
""Analysis of Games Using These Patterns""""Adventures of Lolo""; ""Bejeweled""; ""Blocksum""; ""Bookworm""; ""Civilization IV""; ""The Incredible Machine""; ""Legend of Zelda: Ocarina of Time""; ""Myst""; ""Pacman""; ""Step-By-Step""; ""Tetris""; ""Conclusion""; ""References""; ""PATTERNS OF DIGITAL GAME PLAYING IN EARLY ADOLESCENCE: RELATIONS TO DEPRESSED MOOD ""; ""Abstract ""; ""Introduction ""; ""Digital Game Playing and Emotion Regulation""; ""Patterns of Playing Digital Games and Depressed Mood""; ""The Current Study""; ""Methods""; ""Participants""; ""Study Procedure""; ""Measures""
""Results""""Descriptive Results""; ""Digital Game Playing Patterns""; ""Digital Game Playing Patterns and Depressed Mood""; ""Conclusion ""; ""Acknowledgements""; ""References""; ""VIDEO GAMES FOR HEALTH:DESIGN STRATEGIESFOR MAXIMIZING LEARNING""; ""Abstract""; ""Introduction""; ""Scope of this Chapter""; ""Video Games for Learning""; ""Video Games for Health""; ""Concrete Versus Conceptual Games""; ""Learning Theory and Health Game Design""; ""The Example of Re-Mission""; ""Symbolic Self Modeling in Re-Mission""; ""Other Learning Principles in Re-Mission""; ""Conclusion""; ""References""
""DREAMS AND VIDEO GAME PLAY""
Record Nr. UNINA-9910779509103321
New York, : Nova Science Publisher's, c2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui