Simulation Gaming Through Times and Disciplines

Simulation Gaming Through Times and Disciplines
Author: Marcin Wardaszko
Publisher: Springer Nature
Total Pages: 469
Release: 2021-03-26
Genre: Computers
ISBN: 3030721329

This book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26–30, 2019.The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming.

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES
Author: Marcin Wardaszko
Publisher: Akademia Leona Kozminskiego
Total Pages: 687
Release: 2019-08-30
Genre: Business & Economics
ISBN: 8366502015

The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.

Video Game Audio

Video Game Audio
Author: Christopher Hopkins
Publisher: McFarland
Total Pages: 256
Release: 2022-08-17
Genre: Games & Activities
ISBN: 1476674353

From the one-bit beeps of Pong to the 3D audio of PlayStation 5, this book examines historical trends in video game sound and music. A range of game systems sold in North America, Europe and Japan are evaluated by their audio capabilities and industry competition. Technical fine points are explored, including synthesized v. sampled sound, pre-recorded v. dynamic audio, backward compatibility, discrete and multifunctional soundchips, storage media, audio programming documentation, and analog v. digital outputs. A timeline chronicles significant developments in video game sound for PC, NES, Dreamcast, Xbox, Wii, Game Boy, PSP, iOS and Android devices and many others.

Track: Gaming

Track: Gaming
Author: Reagan Rose
Publisher: Christian Focus
Total Pages: 96
Release: 2022-01-14
Genre: Religion
ISBN: 9781527107984

Gaming is multi-billion-dollar industry, which has been growing massively in the last few years. It seems that everyone is gaming in one way or another. You might not think that the Bible has anything to say about gaming, but Reagan Rose has written this helpful book on what our relationship with gaming should look like. Track is a series of books designed to disciple the next generation in the areas of culture, doctrine, & the Christian life. While the topics addressed aren't always simple, they are communicated in a manner that is.

Designing Immersive Video Games Using 3DUI Technologies

Designing Immersive Video Games Using 3DUI Technologies
Author: Arun K. Kulshreshth
Publisher: Springer
Total Pages: 122
Release: 2018-05-29
Genre: Computers
ISBN: 3319779532

A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies which let a user interact in three dimensions are called 3D user interface technologies. These 3D user interfaces have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is unclear how their usage affects game play and if there are any user performance benefits. This book presents state of the art research on exploring 3D user interface technologies for improving video games. It also presents a review of research work done in this area and describes experiments focused on usage of stereoscopic 3D, head tracking, and hand gesture-based control in gaming scenarios. These experiments are systematic studies in gaming environments and are aimed at understanding the effect of the underlined 3D interface technology on the gaming experience of a user. Based on these experiments, several design guidelines are presented which can aid game designers in designing better immersive games.

Report

Report
Author: United States. Congress. House
Publisher:
Total Pages: 1002
Release: 1998
Genre:
ISBN:

Anything & Everything

Anything & Everything
Author: Cyko Games
Publisher: Cyko Technology
Total Pages: 110
Release: 2015-03-27
Genre: Art
ISBN:

This whole edition is dedicated to women. Hence, there are a lot of stuffs related to the various domains of the life of a female. A lot of interesting feminal reads are available to our readers, ranging from inspirational stories to the social and cultural problems encountered by females, from yummylicious food recipes to unique facts about women, from distinctive achievements made by women worldwide to must-haves for women, to name a few. And yeah not to mention, this edition does offer a great deal to our male readers too! A magazine, that contains a lot of fascinating as well as enthralling stuffs, for people of all ages. It includes topics ranging from technology to music, from inspirational stories to news about important happenings in the prevailing month, from information on useful apps to cykopedia, and a lot more to attract you towards it. We, as a team, have developed this multifaceted magazine, to bring to your service, information and knowledge, dealing with the different aspects of our lives. It`s our initiative to bring to you, a unique reading experience, like never before, a complete blend of innovative ideas emanated from different minds. So guys, kindly spare some time, and get through our work. And yeah don`t forget to give us your reviews. Your feedbacks are of immense importance to us, and would be highly appreciated and made use of, in raising the standards of our magazine as well as mitigating the short comings of the same.

Engaging College and University Students

Engaging College and University Students
Author: Ken Badley
Publisher: Taylor & Francis
Total Pages: 226
Release: 2022-09-02
Genre: Education
ISBN: 1000629325

Engaging College and University Students outlines creative and effective course organization and teaching-learning strategies for higher education courses. By describing specific instructional best practices, rather than addressing general questions about teaching in higher education, the author presents a valuable resource for educators to consult in the moment. The author explores the challenges of engaging students in online settings and draws comparisons with face-to-face strategies of engagement. By organizing the strategies according to course progress, and offering corresponding rubrics for assessment, this guide for instructors offers a solid foundation for an ever-changing teaching and learning landscape.