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16th International Conference on the Foundations of Digital Games (FDG) 2021 / / Allan Fowler [and four others], editors
16th International Conference on the Foundations of Digital Games (FDG) 2021 / / Allan Fowler [and four others], editors
Pubbl/distr/stampa New York : , : Association for Computing Machinery, , 2021
Descrizione fisica 1 online resource (534 pages) : illustrations (some color)
Disciplina 794.8
Collana ACM international conference proceedings series
Soggetto topico Computer games
Computer games - Design
Video games - Design
Interactive games
Massively multiplayer online games
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Altri titoli varianti 16th International Conference on the Foundations of Digital Games
Record Nr. UNINA-9910574881903321
New York : , : Association for Computing Machinery, , 2021
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3D online multimedia & games [[electronic resource] ] : processing, transmission and visualization / / Irene Cheng ... [et al.]
3D online multimedia & games [[electronic resource] ] : processing, transmission and visualization / / Irene Cheng ... [et al.]
Pubbl/distr/stampa Singapore ; ; Hackensack, N.J., : World Scientific, c2008
Descrizione fisica 1 online resource (369 p.)
Disciplina 006.7
Altri autori (Persone) ChengIrene
Soggetto topico Multimedia systems
Three-dimensional imaging
Imaging systems
Computer games - Design
Soggetto genere / forma Electronic books.
ISBN 1-282-44096-9
9786612440960
981-281-125-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents; 1. Introduction; 2. Adaptive Bandwidth Monitoring for QoS Based Retrieval A. Basu, I. Cheng, L. Ying and Y. Yu; 3. Wireless Protocols A. Khan; 4. Overview of 3D Coding and Simplification I. Cheng and L. Ying; 5. Scale-Space Filtering and LOD - The TexMesh Model I. Cheng; 6. Adaptive Online Transmission of Photo-Realistic Textured Mesh I. Cheng; 7. Perceptual Issues in a 3D TexMesh Model I. Cheng; 8. Quality Metric for Approximating Subjective Evaluation of 3D Objects A. Basu, I. Cheng and Y. Pan; 9. Perceptually Optimized 3D Transmission over Wireless Networks I. Cheng and A. Basu
10. Predictive Schemes for Remote Visualization of 3D Models P. Zanuttigh and G. M. Cortelazzo11. A Rate Distortion Theoretic Approach to Remote Visualization of 3D Models N. Brusco, P. Zanuttigh, D. S. Taubman and G. M. Cortelazzo; 12. 3D Content Creation by Passive Optical Methods L. Ballan, N. Brusco and G. M. Cortelazzo; 13. 3D Visualization and Compression of Photorealistic Panoramic Backgrounds P. Zanuttigh, G. M. Cortelazzo and L. MacDonald; 14. A 3D Game - Castles G. Xiao, Z. Cai, L. Ying and A. Basu; 15. A Networked Version of Castles D. Lien, M. McElhinney, L. Ying and A. Basu
16. A Networked Multiplayer Java3D Game - Siege E. Benner, J. Kostek, L. Ying and A. Basu17. Collaborative Online 3D Editing I. Cheng, M. Bates and A. Basu
Record Nr. UNINA-9910457023003321
Singapore ; ; Hackensack, N.J., : World Scientific, c2008
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Build your own 2D game engine and create great web games : using HTML5, JavaScript, and WebGL2 / / Kelvin Sung [et al.]
Build your own 2D game engine and create great web games : using HTML5, JavaScript, and WebGL2 / / Kelvin Sung [et al.]
Autore Sung Kelvin <1964->
Edizione [Second edition.]
Pubbl/distr/stampa New York : , : Apress, , [2022]
Descrizione fisica 1 online resource (xxii, 741 pages) : illustrations
Disciplina 794.81526
Soggetto topico Interactive computer graphics
Computer games - Design
ISBN 1-4842-7377-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Introduction Chapter 2: Working with HTML5 and WebGL2 Chapter 3: Transformation and World Coordinate Chapter 4: Common Components of a Game Engine Chapter 5: Working with Texture, Sprites, and Fonts Chapter 6: Behaviors and Collisions Chapter 7: Camera Manipulations Chapter 8: Illumination and Shadow Chapter 9: Physics Chapter 10: Particle Systems and Stenciling Chapter 11: Supporting Camera Background Chapter 12: Building a Sample Game: From Design to Completion
Record Nr. UNINA-9910523785103321
Sung Kelvin <1964->  
New York : , : Apress, , [2022]
Materiale a stampa
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Building an RPG with Unity 2018 : leverage the power of Unity 2018 to build elements of an RPG / / Vahe Karamian
Building an RPG with Unity 2018 : leverage the power of Unity 2018 to build elements of an RPG / / Vahe Karamian
Autore Karamian Vahe
Edizione [Second edition.]
Pubbl/distr/stampa Birmingham : , : Packt, , 2018
Descrizione fisica 1 online resource (366 pages)
Disciplina 794.81525
Soggetto topico Computer games - Programming
Computer games - Design
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910795335903321
Karamian Vahe  
Birmingham : , : Packt, , 2018
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Building an RPG with Unity 2018 : leverage the power of Unity 2018 to build elements of an RPG / / Vahe Karamian
Building an RPG with Unity 2018 : leverage the power of Unity 2018 to build elements of an RPG / / Vahe Karamian
Autore Karamian Vahe
Edizione [Second edition.]
Pubbl/distr/stampa Birmingham : , : Packt, , 2018
Descrizione fisica 1 online resource (366 pages)
Disciplina 794.81525
Soggetto topico Computer games - Programming
Computer games - Design
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910814243403321
Karamian Vahe  
Birmingham : , : Packt, , 2018
Materiale a stampa
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Building an RPG with Unity 5.x : unleash the full potential of Unity to build a fully playable, high-quality multiplayer RPG / / Vahé Karamian
Building an RPG with Unity 5.x : unleash the full potential of Unity to build a fully playable, high-quality multiplayer RPG / / Vahé Karamian
Autore Karamian Vahé
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2016
Descrizione fisica 1 online resource (369 pages) : illustrations (some color)
Disciplina 794.81526
Collana Community Experience Distilled
Soggetto topico Computer games - Programming
Computer games - Design
ISBN 9781785287350
1785287354
9781785285004
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910136706103321
Karamian Vahé  
Birmingham, England : , : Packt Publishing, , 2016
Materiale a stampa
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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
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Construct 2 game development by example / / John Bura
Construct 2 game development by example / / John Bura
Autore Bura John
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2014
Descrizione fisica 1 online resource (230 p.)
Disciplina 794.8
Collana Community Experience Distilled
Soggetto topico Video games - Design
Computer games - Design
Soggetto genere / forma Electronic books.
ISBN 1-84969-807-4
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; Chaper 1: Getting Started with Construct 2; Downloading and installing Construct 2; What do the numbers mean?; Coding in Construct 2; Working with visual programming languages; Layout and event sheets; Sprites; Summary; Chaper 2: Inputs and Controls; Getting started with inputs and controls; Keyboard inputs; Inserting a new keyboard object; Adding functionality to the keyboard object; Setting the keyboard key; Controlling the sprite with the keyboard
Setting up the direction of the sprite's movementSetting keys for other directions; Testing the keyboard controls; Making the sprite move constantly; Changing the sprite's speed; Keeping the sprite onscreen; Mouse inputs; Adding mouse functionality; Setting up the Every tick command; Rotating the sprite to the mouse location; Facing the sprite towards the mouse point; Touch control inputs; Summary; Chaper 3: Variables and Arrays; Introducing variables; Number variables; Integer variables; Real variables; String variables; Boolean variables; Other variables; Declaring variables
Writing variables in codeVariables in JavaScript; Examining JavaScript code; Variables in Construct 2; Adding a variable; Creating a global variable; Making a score variable; Adding a variable to a sprite; Creating a health variable; Introducing arrays; Adding an array in Construct 2; Checking an array's properties; Setting data and adding variables; Checking an array for data; Summary; Chaper 4: Game Mechanics; Introducing game mechanics; Game mechanics in Construct 2; Setting up a game mechanics project; Adding a game mechanics behavior to a sprite; Giving a sprite 8Direction movement
Editing the properties of a behaviorAdding a collision event; Destroying the power-up on collision; Increasing the player sprite's speed; Setting the duration of the speed boost; Restoring the player speed to normal; Summary; Chaper 5: Making a Simple Shooter; Starting the project; Controlling a sprite with the keyboard; Organizing the event sheet; Adding mouse controls; Making the player shoot; Adding the enemy; Destroying the enemy; Adding a spawner; Summary; Chaper 6: Making a Tower Defense Game; Starting the project; Creating a spawn point; Laying out the level; Setting up the turrets
Adding enemies and projectilesRotating the turret; Firing the turret; Setting up the path for the enemy; Setting up an enemy wave; Summary; Chaper 7: Making a Puzzle Physics Game; Starting the project; Setting the background layer; Adding the cannon; Adding sprites; Adding functionalities; Rotating the cannon; Creating a cannonball; Spawning the cannonball; Creating the spawning image point; Adding physics; Applying force at an angle; Setting cannonballs to fire one at a time; Setting the viewpoint to follow the cannonball; Making an immovable ground; Reloading the cannon; Adding the blocks
Destroying the cannonball on a complete stop
Record Nr. UNINA-9910464623903321
Bura John  
Birmingham, England : , : Packt Publishing, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Fun and games : Second International Conference, Eindhoven, The Netherlands, October 20-21, 2008, Proceedings / / Panos Markopoulos [and three others], editors
Fun and games : Second International Conference, Eindhoven, The Netherlands, October 20-21, 2008, Proceedings / / Panos Markopoulos [and three others], editors
Edizione [1st ed. 2008.]
Pubbl/distr/stampa Berlin : , : Springer, , [2008]
Descrizione fisica 1 online resource (XII, 203 p.)
Disciplina 794.8
Collana Lecture notes in computer science
Soggetto topico Computer games - Design
Computer games
Game theory
ISBN 3-540-88322-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Keynotes -- Rotational Dynamics for Design of Bidirectional Feedback during Manual Interaction -- Hypercomputation, Unconsciousness and Entertainment Technology -- Focus on Innovation -- Pervasive Mobile Games – A New Mindset for Players and Developers -- EyeMote – Towards Context-Aware Gaming Using Eye Movements Recorded from Wearable Electrooculography -- The Audio Adventurer: Design of a Portable Audio Adventure Game -- Building RFID-Based Augmented Dice with Perfect Recognition Rates -- Aseba-Challenge: An Open-Source Multiplayer Introduction to Mobile Robots Programming -- Test-Bed for Multimodal Games on Mobile Devices -- Affect and Gaming -- Dynamic Game Balancing by Recognizing Affect -- Alone or Together: Exploring the Effect of Physical Co-presence on the Emotional Expressions of Game Playing Children Across Cultures -- Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting -- The Unlikeability of a Cuddly Toy Interface: An Experimental Study of Preschoolers’ Likeability and Usability of a 3D Game Played with a Cuddly Toy Versus a Keyboard -- Think Aloud during fMRI: Neuronal Correlates of Subjective Experience in Video Games -- Engagement and EMG in Serious Gaming: Experimenting with Sound and Dynamics in the Levee Patroller Training Game -- Log Who’s Playing: Psychophysiological Game Analysis Made Easy through Event Logging -- Fun n’Games for Young and Old -- Acting Your Age in Second Life -- Developing an Adaptive Memory Game for Seniors -- A Tangible Tabletop Game Supporting Therapy of Children with Cerebral Palsy -- A Music Educational Entertainment Environment for Preschoolers.
Record Nr. UNISA-996465930603316
Berlin : , : Springer, , [2008]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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Game AI pro 3 : collected wisdom of game AI professionals / / edited by Steve Rabin
Game AI pro 3 : collected wisdom of game AI professionals / / edited by Steve Rabin
Edizione [First edition.]
Pubbl/distr/stampa Boca Raton, FL : , : CRC Press, an imprint of A K Peters/CRC Press, , 2017
Descrizione fisica 1 online resource (541 pages) : illustrations
Disciplina 794.8/1526
Soggetto topico Computer games - Programming
Computer games - Design
Artificial intelligence
Soggetto genere / forma Electronic books.
ISBN 1-351-64774-1
1-315-15170-7
1-4987-4259-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto section I General Wisdom -- chapter 1 The Illusion of Intelligence / Steve Rabin -- chapter 2 Creating the Past, Present, and Future with Random Walks / John Manslow -- chapter 3 Logging Visualization in FINAL FANTASY XV / Matthew W. Johnson -- chapter 4 What You See Is Not What You Get / Baylor Wetzel -- chapter 5 Six Factory System Tricks for Extensibility and Library Reuse / Kevin Dill -- chapter 6 Debugging AI with Instant In-Game Scrubbing / David Young -- chapter 7 But, It Worked on My Machine! How to Build Robust AI for Your Game / Sergio Ocio Barriales -- section II Architecture -- chapter 8 Modular AI / Kevin Dill -- chapter 9 Overcoming Pitfalls in Behavior Tree Design / Anthony Francis -- chapter 10 From Behavior to Animation -- A Reactive AI Architecture for Networked First-Person Shooter Games / Sumeet Jakatdar -- chapter 11 A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines / Youichiro Miyake -- chapter 12 A Reusable, Light-Weight Finite-State Machine / David “Rez” Graham -- chapter 13 Choosing Effective Utility-Based Considerations / Mike Lewis -- chapter 14 Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI / Barriga Nicolas A. -- section III Movement and Pathfinding -- chapter 15 Steering against Complex Vehicles in Assassins Creed Syndicate / Eric Martel -- chapter 16 Predictive Animation Control Using Simulations and Fitted Models / Ingimar Hólm Guðmundsson -- chapter 17 Fast Cars, Big City -- The AI of Driver San Francisco / Chris Jenner -- chapter 18 A Unified Theory of Locomotion / Graham Pentheny -- chapter 19 RVO and ORCA -- How They Really Work / Ben Sunshine-Hill -- chapter 20 Optimization for Smooth Paths / Mark Langerak -- chapter 21 3D Flight Navigation Using Sparse Voxel Octrees / Daniel Brewer -- chapter 22 Faster A* with Goal Bounding / Steve Rabin -- chapter 23 Faster Dijkstra Search on Uniform Cost Grids / Nathan R. Sturtevant -- section IV Tactics and Strategy -- chapter 24 Being Where It Counts -- Telling Paragon Bots Where to Go / Mieszko Zielin ́ski -- chapter 25 Combat Outcome Prediction for Real-Time Strategy Games / Marius Stanescu -- chapter 26 Guide to Effective Auto-Generated Spatial Queries / Eric Johnson -- chapter 27 The Role of Time in Spatio-Temporal Reasoning -- Three Examples from Tower Defense / Baylor Wetzel -- chapter 28 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games / Gijs-Jan Roelofs -- chapter 29 Petri Nets and AI Arbitration / Sergio Ocio Barriales -- chapter 30 Hierarchical Portfolio Search in Prismata / David Churchill -- section V Character Behavior -- chapter 31 Behavior Decision System -- Dragon Age Inquisitions Utility Scoring Architecture / Sebastian Hanlon -- chapter 32 Paragon Bots -- A Bag of Tricks / Mieszko Zielin ski -- chapter 33 Using Your Combat AI Accuracy to Balance Difficulty / Sergio Ocio Barriales -- chapter 34 1000 NPCs at 60 FPS / Robert Zubek -- chapter 35 Ambient Interactions -- Improving Believability by Leveraging Rule-Based AI / Hendrik Skubch -- chapter 36 Stochastic Grammars -- Not Just for Words! / Mike Lewis -- chapter 37 Simulating Character Knowledge Phenomena in Talk of the Town / James Ryan -- section VI Odds and Ends -- chapter 38 Procedural Level and Story Generation Using Tag-Based Content Selection / Jurie Horneman -- chapter 39 Recommendation Systems in Games / Ben G. Weber -- chapter 40 Vintage Random Number Generators / Éric Jacopin -- chapter 41 Leveraging Plausibility Orderings to Achieve Extremely Efficient Data Compression / Rollason Jeff -- chapter 42 Building Custom Static Checkers Using Declarative Programming / Ian Horswill.
Record Nr. UNINA-9910466685703321
Boca Raton, FL : , : CRC Press, an imprint of A K Peters/CRC Press, , 2017
Materiale a stampa
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