Encyclopedia of Computer Graphics and Games

Encyclopedia of Computer Graphics and Games PDF Author: Newton Lee
Publisher: Springer Nature
ISBN: 3031231619
Category : Computers
Languages : en
Pages : 2150

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Book Description
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, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir 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 Şengün, 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

Encyclopedia of Computer Graphics and Games

Encyclopedia of Computer Graphics and Games PDF Author: Newton Lee
Publisher: Springer Nature
ISBN: 3031231619
Category : Computers
Languages : en
Pages : 2150

Get Book

Book Description
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, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir 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 Şengün, 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

Encyclopedia of Computer Graphics and Games

Encyclopedia of Computer Graphics and Games PDF Author: Newton Lee
Publisher:
ISBN: 9783319082349
Category : Computer games
Languages : en
Pages :

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Book Description


Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes] PDF Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Games & Activities
Languages : en
Pages : 1173

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Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Encyclopedia of Computer Science and Technology

Encyclopedia of Computer Science and Technology PDF Author: Harry Henderson
Publisher: Infobase Publishing
ISBN: 1438110030
Category : Computers
Languages : en
Pages : 593

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Book Description
Presents an illustrated A-Z encyclopedia containing approximately 600 entries on computer and technology related topics.

Concise Encyclopedia of Computer Science

Concise Encyclopedia of Computer Science PDF Author: Edwin D. Reilly
Publisher: John Wiley & Sons
ISBN: 9780470090954
Category : Computers
Languages : en
Pages : 908

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Book Description
The Concise Encyclopedia of Computer Science has been adapted from the full Fourth Edition to meet the needs of students, teachers and professional computer users in science and industry. As an ideal desktop reference, it contains shorter versions of 60% of the articles found in the Fourth Edition, putting computer knowledge at your fingertips. Organised to work for you, it has several features that make it an invaluable and accessible reference. These include: Cross references to closely related articles to ensure that you don’t miss relevant information Appendices covering abbreviations and acronyms, notation and units, and a timeline of significant milestones in computing have been included to ensure that you get the most from the book. A comprehensive index containing article titles, names of persons cited, references to sub-categories and important words in general usage, guarantees that you can easily find the information you need. Classification of articles around the following nine main themes allows you to follow a self study regime in a particular area: Hardware Computer Systems Information and Data Software Mathematics of Computing Theory of Computation Methodologies Applications Computing Milieux. Presenting a wide ranging perspective on the key concepts and developments that define the discipline, the Concise Encyclopedia of Computer Science is a valuable reference for all computer users.

Encyclopedia of Computer Science and Technology

Encyclopedia of Computer Science and Technology PDF Author: Phillip A. Laplante
Publisher: CRC Press
ISBN: 1351652494
Category : Computers
Languages : en
Pages : 1013

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Book Description
With breadth and depth of coverage, the Encyclopedia of Computer Science and Technology, Second Edition has a multi-disciplinary scope, drawing together comprehensive coverage of the inter-related aspects of computer science and technology. The topics covered in this encyclopedia include: General and reference Hardware Computer systems organization Networks Software and its engineering Theory of computation Mathematics of computing Information systems Security and privacy Human-centered computing Computing methodologies Applied computing Professional issues Leading figures in the history of computer science The encyclopedia is structured according to the ACM Computing Classification System (CCS), first published in 1988 but subsequently revised in 2012. This classification system is the most comprehensive and is considered the de facto ontological framework for the computing field. The encyclopedia brings together the information and historical context that students, practicing professionals, researchers, and academicians need to have a strong and solid foundation in all aspects of computer science and technology.

Proceedings of 4th International Conference and Expo on Computer Graphics & Animation 2018

Proceedings of 4th International Conference and Expo on Computer Graphics & Animation 2018 PDF Author: ConferenceSeries
Publisher: ConferenceSeries
ISBN:
Category :
Languages : en
Pages : 70

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Book Description
September 25-26, 2017 Berlin, Germany Key Topics : Computer Graphics, Computer Graphics Applications, Computer Animation, Animation Industry, Modeling, Game Design & Development, Computer Vision & Pattern Recognition, Virtual, Augmented and Mixed Reality, Imaging and Image Processing, Visualization, Human-Computer Interaction, 3D Web Technology, Simulation, Gamification and Social Game Mechanics, Rendering, 3D Printing,

Encyclopedia of Computer Science

Encyclopedia of Computer Science PDF Author: Anthony Ralston
Publisher: Wiley
ISBN: 9780470864128
Category : Computers
Languages : en
Pages : 2064

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Book Description
The Encyclopedia of Computer Science is the definitive reference in computer science and technology. First published in 1976, it is still the only single volume to cover every major aspect of the field. Now in its Fourth Edition, this influential work provides an historical timeline highlighting the key breakthroughs in computer science and technology, as well as clear and concise explanations of the latest technology and its practical applications. Its unique blend of historical perspective, current knowledge and predicted future trends has earned it its richly deserved reputation as an unrivalled reference classic. What sets the Encyclopedia apart from other reference sources is the comprehensiveness of each of its entries. Encompassing far more than mere definitions, each article elaborates on a topic giving a remarkable breadth and depth of coverage. The visual impact of the volume is enhanced with a 16 page colour insert spotlighting advanced computer applications and computer-generated graphics technology. In addition, the text is enlivened with figures, tables, diagrams, illustrations and photographs. With contributions from over 300 international experts, the 4th Edition contains over 100 completely new articles ranging from artificial life to computer ethics, data mining to Java, mobile computing to quantum computing and software safety to the World Wide Web. In addition, each of the more than 600 articles have been extensively revised, expanded and updated to reflect the latest developments in computer science and technology. Intelligently and thoughtfully organised, all the articles are classified around 9 main themes Hardware Software Computer Systems Information and Data Mathematics of Computing Theory of Computation Methodologies Applications Computing Milieux Within each of these major headings are a wealth of articles that provide the reader with concise yet thorough coverage of the topic. In addition, cross-references are included at the beginning of each article, directing the reader immediately to related material. In addition the Encyclopedia contains useful appendices including: An expanded glossary of major terms in English, German, Spanish and Russian A revised list of abbreviations and acronyms An updated list of computer science and engineering research journals A list of articles from previous editions not included in the 4th edition A Name Index listing almost 3500 individuals cited in the text A comprehensive General Index with 7000 entries A chronology of significant milestones Computer Society & Academic Computer Science Department Listings Numerical Tables, Mathematical Notation and Units of Measure Highly-regarded as an essential resource for computer professionals, engineers, mathematicians, students and scientists, the Encyclopedia of Computer Science is a must-have reference for every college, university, business and high-school library.

Software Engineering Perspectives in Computer Game Development

Software Engineering Perspectives in Computer Game Development PDF Author: Kendra M. L. Cooper
Publisher: CRC Press
ISBN: 1351382349
Category : Computers
Languages : en
Pages : 302

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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

Frontiers of Computer Vision

Frontiers of Computer Vision PDF Author: Hieyong Jeong
Publisher: Springer Nature
ISBN: 3030816389
Category : Computers
Languages : en
Pages : 318

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Book Description
This book constitutes refereed proceedings of the 27th International Workshop Frontiers of Computer Vision, IW-FCV 2021, held in Daegu, South Korea, in February 2021. The 17 full papers and 8 short papers presented were thoroughly reviewed and selected from 44 submissions. The papers in the volume are organized according to the following topics: real-world applications; segmentation / object tracking; recognition; human behaviour; algorithm / application.