Author: J. M. Bilbao
Publisher: Universidad de Sevilla
ISBN: 9788447207336
Category : Social Science
Languages : en
Pages : 260
Book Description
The number of spanish game theorists has increased considerably in recent years. In 1994 it was decided to hold a spanish meeting on game heory every two years. The “Fifth Spanish Meeting on Game Theory and Applications” will take place in Seville on July 1-3, 2002. The 5th SMGT continues the series of the alternate Italian and Spanish conferences on Game Theroy.
Abstracts of the Fifth Spanish Meeting on Game Theory and Applications
Author: J. M. Bilbao
Publisher: Universidad de Sevilla
ISBN: 9788447207336
Category : Social Science
Languages : en
Pages : 260
Book Description
The number of spanish game theorists has increased considerably in recent years. In 1994 it was decided to hold a spanish meeting on game heory every two years. The “Fifth Spanish Meeting on Game Theory and Applications” will take place in Seville on July 1-3, 2002. The 5th SMGT continues the series of the alternate Italian and Spanish conferences on Game Theroy.
Publisher: Universidad de Sevilla
ISBN: 9788447207336
Category : Social Science
Languages : en
Pages : 260
Book Description
The number of spanish game theorists has increased considerably in recent years. In 1994 it was decided to hold a spanish meeting on game heory every two years. The “Fifth Spanish Meeting on Game Theory and Applications” will take place in Seville on July 1-3, 2002. The 5th SMGT continues the series of the alternate Italian and Spanish conferences on Game Theroy.
Index of Conference Proceedings
Author: British Library. Document Supply Centre
Publisher:
ISBN:
Category : Conference proceedings
Languages : en
Pages : 836
Book Description
Publisher:
ISBN:
Category : Conference proceedings
Languages : en
Pages : 836
Book Description
Mathematical Reviews
Author:
Publisher:
ISBN:
Category : Mathematics
Languages : en
Pages : 802
Book Description
Publisher:
ISBN:
Category : Mathematics
Languages : en
Pages : 802
Book Description
Index of Conference Proceedings Received
Author: British Library. Lending Division
Publisher:
ISBN:
Category : Congresses and conventions
Languages : en
Pages : 492
Book Description
Publisher:
ISBN:
Category : Congresses and conventions
Languages : en
Pages : 492
Book Description
Dissertation Abstracts International
Author:
Publisher:
ISBN:
Category : Dissertations, Academic
Languages : en
Pages : 612
Book Description
Publisher:
ISBN:
Category : Dissertations, Academic
Languages : en
Pages : 612
Book Description
Second Language Instruction/acquisition Abstracts
Author:
Publisher:
ISBN:
Category : Language and languages
Languages : en
Pages : 940
Book Description
Publisher:
ISBN:
Category : Language and languages
Languages : en
Pages : 940
Book Description
Linguistics and Language Behavior Abstracts
Author:
Publisher:
ISBN:
Category : Language and languages
Languages : en
Pages : 576
Book Description
Publisher:
ISBN:
Category : Language and languages
Languages : en
Pages : 576
Book Description
A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
Author: Kim J.L. Nevelsteen
Publisher: Springer
ISBN: 3319176323
Category : Computers
Languages : en
Pages : 76
Book Description
This book scrutinizes pervasive games from a technological perspective, focusing on the sub-domain of games that satisfy the criteria that they make use of virtual game elements. In the computer game industry, the use of a game engine to build games is common, but current game engines do not support pervasive games. Since the computer game industry is already rich with game engines, this book investigates: (i) if a game engine can be repurposed to stage pervasive games; (ii) if features describing a would-be pervasive game engine can be identified; (iii) using those features, if an architecture be found in the same ‘product line’ as an existing engine and that can be extended to stage pervasive games (iv) and, finally, if there any challenges and open issues that remain. The approach to answering these questions is twofold. First, a survey of pervasive games is conducted, gathering technical details and distilling a component feature set that enables pervasive games. Second, a type of game engine is chosen as candidate in the same product line as a would-be pervasive game engine, supporting as much of the feature set as possible. The architecture is extended to support the entire feature set and used to stage a pervasive game called Codename: Heroes, validating the architecture, highlighting features of particular importance and identifying any open issues. The conclusion of this book is also twofold: the resulting feature set is verified to coincide with the definition of pervasive games and related work. And secondly, a virtual world engine is selected as candidate in the same product line as a would-be pervasive game engine. Codename: Heroes was successfully implemented, reaping the benefits of using the selected engine; development time was low, spanning just a few months. Codename: Heroes was staged twice, with no stability issues or down time.
Publisher: Springer
ISBN: 3319176323
Category : Computers
Languages : en
Pages : 76
Book Description
This book scrutinizes pervasive games from a technological perspective, focusing on the sub-domain of games that satisfy the criteria that they make use of virtual game elements. In the computer game industry, the use of a game engine to build games is common, but current game engines do not support pervasive games. Since the computer game industry is already rich with game engines, this book investigates: (i) if a game engine can be repurposed to stage pervasive games; (ii) if features describing a would-be pervasive game engine can be identified; (iii) using those features, if an architecture be found in the same ‘product line’ as an existing engine and that can be extended to stage pervasive games (iv) and, finally, if there any challenges and open issues that remain. The approach to answering these questions is twofold. First, a survey of pervasive games is conducted, gathering technical details and distilling a component feature set that enables pervasive games. Second, a type of game engine is chosen as candidate in the same product line as a would-be pervasive game engine, supporting as much of the feature set as possible. The architecture is extended to support the entire feature set and used to stage a pervasive game called Codename: Heroes, validating the architecture, highlighting features of particular importance and identifying any open issues. The conclusion of this book is also twofold: the resulting feature set is verified to coincide with the definition of pervasive games and related work. And secondly, a virtual world engine is selected as candidate in the same product line as a would-be pervasive game engine. Codename: Heroes was successfully implemented, reaping the benefits of using the selected engine; development time was low, spanning just a few months. Codename: Heroes was staged twice, with no stability issues or down time.
Software Engineering Perspectives in Computer Game Development
Author: Kendra M. L. Cooper
Publisher: CRC Press
ISBN: 1351382357
Category : Computers
Languages : en
Pages : 313
Book Description
Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives
Publisher: CRC Press
ISBN: 1351382357
Category : Computers
Languages : en
Pages : 313
Book Description
Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives
Current Catalog
Author: National Library of Medicine (U.S.)
Publisher:
ISBN:
Category : Medicine
Languages : en
Pages : 1712
Book Description
First multi-year cumulation covers six years: 1965-70.
Publisher:
ISBN:
Category : Medicine
Languages : en
Pages : 1712
Book Description
First multi-year cumulation covers six years: 1965-70.