Buch, Englisch, 2115 Seiten, Format (B × H): 183 mm x 260 mm, Gewicht: 5324 g
ISBN: 978-3-031-23159-9
Verlag: Springer
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, Bahçesehir University (BAU), Istanbul, Turkey
Anthony L. Brooks,
Aalborg University, Aalborg, Denmark
Guven Catak , BUG Game Lab, Bahçesehir 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 Sengün , 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
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
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 Abzû 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.




