Grand Research Challenges In Games And Entertainment Computing In Brazil Grandgamesbr 2020 2030

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Grand Research Challenges In Games And Entertainment Computing In Brazil Grandgamesbr 2020 2030
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Author : Rodrigo Pereira dos Santos
language : en
Publisher: Springer Nature
Release Date : 2023-03-09
Grand Research Challenges In Games And Entertainment Computing In Brazil Grandgamesbr 2020 2030 written by Rodrigo Pereira dos Santos and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-03-09 with Computers categories.
This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.
Entertainment Computing Icec 2024
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Author : Pablo Figueroa
language : en
Publisher: Springer Nature
Release Date : 2024-11-25
Entertainment Computing Icec 2024 written by Pablo Figueroa and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-11-25 with Computers categories.
This book constitutes the refereed proceedings of the 23rd International Conference on Entertainment Computing (IFIP-ICEC 2024) which was held in Manaus, Brazil, during September 30 – October 3, 2024. The 13 full papers, 8 short papers and 17 papers of other types presented in this volume were carefully reviewed and selected from 60 submissions. The works collected in this volume discuss latest findings in the areas of Game Experience, Player Engagement and Analysis, Serious Gameplay, Entertainment Methods and Tools, Extended Reality and Game Design.
Entertainment Computing Icec 2023
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Author : Paolo Ciancarini
language : en
Publisher: Springer Nature
Release Date : 2023-11-13
Entertainment Computing Icec 2023 written by Paolo Ciancarini and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-11-13 with Computers categories.
This book constitutes the refereed proceedings of the 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, which was held in Bologna, Italy, during November 15–17, 2023. The 13 full papers, 5 short papers, 8 work-in-progress papers, 7 interactive entertainment demonstrations, 2 student competition papers, 5 workshop papers and tutorials, and 10 papers from a special section on aesthetics and empowerment were carefully reviewed and selected from 85 submissions. They cover a large range of topics in the following thematic areas: Game Experience; Player Engagement and Analysis; Serious Gameplay; Entertainment Methods and Tools; Extended Reality; Game Design; Interactive Entertainment; Student Game Competition; Workshops and Tutorials; and Aesthetics and Empowerment. .
Proceedings Of The 18th European Conference On Games Based Learning
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Author : Kristine Kilsa
language : en
Publisher: Academic Conferences and publishing limited
Release Date : 2024
Proceedings Of The 18th European Conference On Games Based Learning written by Kristine Kilsa and has been published by Academic Conferences and publishing limited this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024 with Business & Economics categories.
Grand Research Challenges In Games And Entertainment Computing In Brazil Grandgamesbr 2020 2030
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Author : Rodrigo Pereira dos Santos
language : en
Publisher:
Release Date : 2023
Grand Research Challenges In Games And Entertainment Computing In Brazil Grandgamesbr 2020 2030 written by Rodrigo Pereira dos Santos and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023 with categories.
This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.
Proceedings Of The 15th International Academic Mindtrek Conference Envisioning Future Media Environments
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Author : International MindTrek Conference
language : en
Publisher:
Release Date : 2011
Proceedings Of The 15th International Academic Mindtrek Conference Envisioning Future Media Environments written by International MindTrek Conference and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011 with categories.
Feature Oriented Software Product Lines
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Author : Sven Apel
language : en
Publisher: Springer Science & Business Media
Release Date : 2013-10-04
Feature Oriented Software Product Lines written by Sven Apel and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-10-04 with Computers categories.
While standardization has empowered the software industry to substantially scale software development and to provide affordable software to a broad market, it often does not address smaller market segments, nor the needs and wishes of individual customers. Software product lines reconcile mass production and standardization with mass customization in software engineering. Ideally, based on a set of reusable parts, a software manufacturer can generate a software product based on the requirements of its customer. The concept of features is central to achieving this level of automation, because features bridge the gap between the requirements the customer has and the functionality a product provides. Thus features are a central concept in all phases of product-line development. The authors take a developer’s viewpoint, focus on the development, maintenance, and implementation of product-line variability, and especially concentrate on automated product derivation based on a user’s feature selection. The book consists of three parts. Part I provides a general introduction to feature-oriented software product lines, describing the product-line approach and introducing the product-line development process with its two elements of domain and application engineering. The pivotal part II covers a wide variety of implementation techniques including design patterns, frameworks, components, feature-oriented programming, and aspect-oriented programming, as well as tool-based approaches including preprocessors, build systems, version-control systems, and virtual separation of concerns. Finally, part III is devoted to advanced topics related to feature-oriented product lines like refactoring, feature interaction, and analysis tools specific to product lines. In addition, an appendix lists various helpful tools for software product-line development, along with a description of how they relate to the topics covered in this book. To tie the book together, the authors use two running examples that are well documented in the product-line literature: data management for embedded systems, and variations of graph data structures. They start every chapter by explicitly stating the respective learning goals and finish it with a set of exercises; additional teaching material is also available online. All these features make the book ideally suited for teaching – both for academic classes and for professionals interested in self-study.
Entertainment Education
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Author : Arvind Singhal
language : en
Publisher: Routledge
Release Date : 2012-12-06
Entertainment Education written by Arvind Singhal and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-12-06 with Language Arts & Disciplines categories.
Arvind Singhal and Everett M. Rogers have developed this unique volume focused on the history and development of entertainment-education. This approach to communication is the process of designing and implementing a media message to both entertain and educate to increase audience members' knowledge about an educational issue, create favorable attitudes, and change overt behavior. It uses the universal appeal of entertainment to show individuals how they can live safer, healthier, and happier lives. Entertainment formats such as soap operas, rock music, feature films, talk shows, cartoons, comics, and theater are utilized in various countries to promote messages about educational issues. This book presents a balanced picture of the entertainment-education strategy, identifying ethical and other problems that accompany efforts to bring about social change.
Augmented Reality Games I
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Author : Vladimir Geroimenko
language : en
Publisher: Springer
Release Date : 2019-05-22
Augmented Reality Games I written by Vladimir Geroimenko and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-05-22 with Computers categories.
This is the first of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. In Volume I, the phenomenon of the Pokémon GO game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game in children and adolescents. Game transfer phenomena, motives for playing Pokémon GO, players’ experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokémon GO game are systematically examined and discussed. Augmented Reality Games I is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.
Games User Research
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Author : Anders Drachen
language : en
Publisher: Oxford University Press
Release Date : 2018
Games User Research written by Anders Drachen and has been published by Oxford University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018 with Computers categories.
Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.