Author: Rodrigo Pereira dos Santos
Publisher: Springer Nature
ISBN: 3031276396
Category : Computers
Languages : en
Pages : 285
Book Description
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.
Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030
Author: Rodrigo Pereira dos Santos
Publisher: Springer Nature
ISBN: 3031276396
Category : Computers
Languages : en
Pages : 285
Book Description
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.
Publisher: Springer Nature
ISBN: 3031276396
Category : Computers
Languages : en
Pages : 285
Book Description
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 2023
Author: Paolo Ciancarini
Publisher: Springer Nature
ISBN: 9819982480
Category : Computers
Languages : en
Pages : 531
Book Description
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 and 5 short papers presented in this book 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. .
Publisher: Springer Nature
ISBN: 9819982480
Category : Computers
Languages : en
Pages : 531
Book Description
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 and 5 short papers presented in this book 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. .
Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030
Author: Rodrigo Pereira dos Santos
Publisher:
ISBN: 9783031276408
Category :
Languages : en
Pages : 0
Book Description
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.
Publisher:
ISBN: 9783031276408
Category :
Languages : en
Pages : 0
Book Description
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
Author: Academic MindTrek 2011
Publisher:
ISBN: 9781450308168
Category : Computer science
Languages : en
Pages : 341
Book Description
Publisher:
ISBN: 9781450308168
Category : Computer science
Languages : en
Pages : 341
Book Description
Guide to Advanced Empirical Software Engineering
Author: Forrest Shull
Publisher: Springer Science & Business Media
ISBN: 1848000448
Category : Computers
Languages : en
Pages : 393
Book Description
This book gathers chapters from some of the top international empirical software engineering researchers focusing on the practical knowledge necessary for conducting, reporting and using empirical methods in software engineering. Topics and features include guidance on how to design, conduct and report empirical studies. The volume also provides information across a range of techniques, methods and qualitative and quantitative issues to help build a toolkit applicable to the diverse software development contexts
Publisher: Springer Science & Business Media
ISBN: 1848000448
Category : Computers
Languages : en
Pages : 393
Book Description
This book gathers chapters from some of the top international empirical software engineering researchers focusing on the practical knowledge necessary for conducting, reporting and using empirical methods in software engineering. Topics and features include guidance on how to design, conduct and report empirical studies. The volume also provides information across a range of techniques, methods and qualitative and quantitative issues to help build a toolkit applicable to the diverse software development contexts
Game Development and Production
Author: Erik Bethke
Publisher: Wordware Publishing, Inc.
ISBN: 1556229518
Category : Business & Economics
Languages : en
Pages : 436
Book Description
A handbook for game development with coverage of both team management topics, such as task tracking and creating the technical design document, and outsourcing strategies for contents, such as motion capture and voice-over talent. It covers various aspects of game development.
Publisher: Wordware Publishing, Inc.
ISBN: 1556229518
Category : Business & Economics
Languages : en
Pages : 436
Book Description
A handbook for game development with coverage of both team management topics, such as task tracking and creating the technical design document, and outsourcing strategies for contents, such as motion capture and voice-over talent. It covers various aspects of game development.
Feature-Oriented Software Product Lines
Author: Sven Apel
Publisher: Springer Science & Business Media
ISBN: 3642375219
Category : Computers
Languages : en
Pages : 320
Book Description
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.
Publisher: Springer Science & Business Media
ISBN: 3642375219
Category : Computers
Languages : en
Pages : 320
Book Description
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.
The Video Game Industry
Author: Peter Zackariasson
Publisher: Routledge
ISBN: 1136258248
Category : Games & Activities
Languages : en
Pages : 272
Book Description
The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.
Publisher: Routledge
ISBN: 1136258248
Category : Games & Activities
Languages : en
Pages : 272
Book Description
The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.
Mobile Service Innovation and Business Models
Author: Harry Bouwman
Publisher: Springer
ISBN: 9783540849841
Category : Business & Economics
Languages : en
Pages : 327
Book Description
Modern economies depend on innovation in services for their future growth. Service innovation increasingly depends on information technology and digitization of information processes. Designing new services is a complex matter, since collaboration with other companies and organizations is necessary. Service innovation is directly related to business models that support these services, i.e. services can only be successful in the long run with a viable business model that creates value for its customers and providers. This book presents a theoretically grounded yet practical approach to designing viable business models for electronic services, including mobile ones, i.e. the STOF model and – based on it – the STOF method. The STOF model provides a ‘holistic’ view on business models with four interrelated perspectives, i.e., Service, Technology, Organization and Finance. It elaborates on critical design issues that ultimately shape the business model and drive its viability.
Publisher: Springer
ISBN: 9783540849841
Category : Business & Economics
Languages : en
Pages : 327
Book Description
Modern economies depend on innovation in services for their future growth. Service innovation increasingly depends on information technology and digitization of information processes. Designing new services is a complex matter, since collaboration with other companies and organizations is necessary. Service innovation is directly related to business models that support these services, i.e. services can only be successful in the long run with a viable business model that creates value for its customers and providers. This book presents a theoretically grounded yet practical approach to designing viable business models for electronic services, including mobile ones, i.e. the STOF model and – based on it – the STOF method. The STOF model provides a ‘holistic’ view on business models with four interrelated perspectives, i.e., Service, Technology, Organization and Finance. It elaborates on critical design issues that ultimately shape the business model and drive its viability.
Own the Future
Author: Michael S. Deimler
Publisher: John Wiley & Sons
ISBN: 1118591704
Category : Business & Economics
Languages : en
Pages : 386
Book Description
The world faces social, political, and economic turmoil on an unprecedented scale—along with unsettling levels of turbulence and volatility. Market leadership today is less of a predictor of leadership tomorrow. Therefore, senior executives today must strive to own the future. In Own the Future, The Boston Consulting Group, one of the world’s most prestigious and innovative management consulting firms, offers a roadmap. Drawing on the firm’s experience advising organizations on how to achieve and sustain competitive advantage, this book offers 50 ideas to help readers chart their organization’s path to future leadership. The articles are organized along ten attributes critical to success in the current environment—adaptive, global, connected, sustainable, customer-first, fit to win, value-driven, trusted, bold, and inspiring. The future may be unknowable, but The Boston Consulting Group offers insights from its 50 years of practice on how readers can position their organization to win—to change the game and to own the future.
Publisher: John Wiley & Sons
ISBN: 1118591704
Category : Business & Economics
Languages : en
Pages : 386
Book Description
The world faces social, political, and economic turmoil on an unprecedented scale—along with unsettling levels of turbulence and volatility. Market leadership today is less of a predictor of leadership tomorrow. Therefore, senior executives today must strive to own the future. In Own the Future, The Boston Consulting Group, one of the world’s most prestigious and innovative management consulting firms, offers a roadmap. Drawing on the firm’s experience advising organizations on how to achieve and sustain competitive advantage, this book offers 50 ideas to help readers chart their organization’s path to future leadership. The articles are organized along ten attributes critical to success in the current environment—adaptive, global, connected, sustainable, customer-first, fit to win, value-driven, trusted, bold, and inspiring. The future may be unknowable, but The Boston Consulting Group offers insights from its 50 years of practice on how readers can position their organization to win—to change the game and to own the future.