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El. knyga: Encyclopedia of Computer Graphics and Games

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  • Formatas: EPUB+DRM
  • Išleidimo metai: 10-Jan-2024
  • Leidėjas: Springer International Publishing AG
  • Kalba: eng
  • ISBN-13: 9783031231612
  • Formatas: EPUB+DRM
  • Išleidimo metai: 10-Jan-2024
  • Leidėjas: Springer International Publishing AG
  • Kalba: eng
  • ISBN-13: 9783031231612

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Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games.Editor

Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA 

 





Academic Co-Chairs

Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA

Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada



Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA









Industry Co-Chairs

Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan

Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany

 

Editorial Board Members

Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia

Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA

Barbaros Bostan, BUG Game Lab, Bahēeehir University (BAU), Istanbul, Turkey

Anthony L. Brooks, Aalborg University, Aalborg, Denmark



Guven Catak, BUG Game Lab, Bahēeehir University (BAU), Istanbul, Turkey

Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland

Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India

Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy

Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK

Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy

Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China

Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA



Chris Joslin, Carleton University, Ottawa, Canada



Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada

Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK

Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy

Tim McGraw, Purdue University, West Lafayette, IN, USA



George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece

Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France

Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy

Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria

Sercan engün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA

Ruck Thawonmas, Ritsumeikan University, Shiga, Japan



Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia



Rojin Vishkaie, Amazon, Seattle, WA, USA

Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK

Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan









Editorial Board Intern



Sam Romershausen, Vincennes University, Vincennes, IN, USA
B-Splines.- Constrained Edges and Delaunay Triangulation.- Delaunay
Triangulation.- Modeling and Mesh Processing for Games.- Pencils of Spheres
in the Minkowski-Lorentz Spaces.- Planetary Generation in Games.-
Poisson-Disk Sampling: Theory and Applications.- Shape Deformation Models.-
Sketch-Based Posing for 3D Animation.- Spheres, AABB, and OOBB as Bounding
Volume Hierarchies.- The New Age of Procedural Texturing.- UV Map Generation
on Triangular Mesh.- 3D Modelling Through Photogrammetry in Cultural
Heritage.- 3D Printing, History of.- 3D Visualization Interface for Temporal
Analysis of Social Media.- 3D-Rendered Images and Their Application in the
Interior Design.- Deep Learning Algorithms for 3D Reconstruction.-
Emotion-based Facial Recognition for Mental Health Status.- Tactile
Visualization and 3D Printing for Education.- Technologies for the Design
Review Process.- Artistic Data Visualization in the Making.- Computer
Graphics, Video Games, and Gamification Impacting.- (Re)Habilitation,
Healthcare, and Inclusive Well-Being.- Imagineering Ceramic Pottery Using
Computer Graphics.- Universal Design, Design for All, Inclusive Design.- 3D
Game Asset Generation of Historical Architecture Through Photogrammetry.- 3D
Puzzle Games in Extended Reality Environments.- Academic and Video Game
Industry Divide.- Agile Mentality at Game Development.- Among Us and Its
Popularity During COVID-19 Pandemic.- Analog Prototyping for Digital Game
Design.- Animal Crossing: New Horizons and Its Popularity During COVID-19
Pandemic.- Animation Strategies for Game Design.- Builder Games.-
Challenge-Based Learning in a Serious Global Game.- Comic Arts in Games,
Asset Production, and Rendering.- Dark Souls Through the Lens of Essential
Experience.- Dead Space Through the Lens of Resonance.- Defining Hands-On
Practice as Game-Based Learning.- Defining Hands-on Practice as Game-based
Learning: A Probable Concept on Information-based Image Development on
Virtual Reality Platform.- Design Framework for Learning to Support Industry
4.0.- Design of Alienation in Video Games.- Domain-specific Choices Affecting
Design Effort in Gamification.- Educational Game Abzū and the Lens of Fun
Learning.- Effects of Digital Games on Mental Health of Gamers.- Emotion in
Games.- Evolution of Video Games to Interactive Cinema.- Fuzzy Logic for
Gaming and Entertainment Applications.- Game Behind Online Gaming.- Game
Design and Emotions: Analysis Models.
Newton Lee is the founding president of the 501(c)(3) nonprofit Institute for Education, Research, and Scholarships based in Los Angeles, California, a former Disney and Bell Labs engineer, and a 2021 graduate of the FBI Citizens Academy.

Serving as an FBI Ambassador, Prof. Lee expounds on social media, campus safety, student mental health, cybersecurity, and counterterrorism as portrayed in the highly acclaimed Total Information Awareness book series published by Springer Nature. The Total Information Awareness trilogy has garnered rave reviews from Newsweek, The Daily Beast, ACM Computing Reviews, AdWeek, and Choice Magazine, among others. Veteran Staff Sergeant Andrew Price of the United States Air Force (USAF) remarked, I am inspired by the prospect of world peace. Id fully recommend following the authors steps, reaching beyond our borders, making friends outside our norm, and helping to foster world peace and a better tomorrow.

Prof. Lee has co-developed over 100 online games at The Walt Disney Company, and 12 bestselling and award-winning interactive titles including The Lion King Animated Storybook and Winnie the Pooh and the Honey Tree that were featured in the Billboard Magazine. He has also executive produced original songs that have played on American Idol and charted on US Billboard, UK Music Week, and US iTunes HOT 100 (Electronic).





He earned a B.S. and M.S. in Computer Science from Virginia Tech as well as an A.S. in Electrical Engineering and an honorary doctorate in Computer Science from Vincennes University. He has been honored with a Michigan Leading Edge Technologies Award, two community development awards from the California Junior Chamber of Commerce, and four volunteer project leadership awards from The Walt Disney Company.