Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030 [electronic resource] : First Forum, GranDGamesBR 2020, Recife, Brazil, November 7-10, 2020, and Second Forum, GranDGamesBR 2021, Gramado, Brazil, October 18-21, 2021, Revised Selected Papers / edited by Rodrigo Pereira dos Santos, Marcelo da Silva Hounsell.

Colaborador(es): Santos, Rodrigo Pereira dos [editor.] | Hounsell, Marcelo da Silva [editor.] | SpringerLink (Online service)Tipo de material: TextoTextoSeries Communications in Computer and Information Science ; 1702Editor: Cham : Springer Nature Switzerland : Imprint: Springer, 2023Edición: 1st ed. 2023Descripción: X, 275 p. 49 illus., 28 illus. in color. online resourceTipo de contenido: text Tipo de medio: computer Tipo de portador: online resourceISBN: 9783031276392Tema(s): Database management | Artificial intelligence | Image processing -- Digital techniques | Computer vision | Computer engineering | Computer networks  | Database Management System | Artificial Intelligence | Computer Imaging, Vision, Pattern Recognition and Graphics | Computer Engineering and NetworksFormatos físicos adicionales: Printed edition:: Sin título; Printed edition:: Sin títuloClasificación CDD: 005.7 Clasificación LoC:QA76.9.D3Recursos en línea: Libro electrónicoTexto
Contenidos:
Challenges in Evaluating Players' Interaction with Digital Games -- The pursuit of fun in digital games: From the sandpit to the console and beyond -- Business Model for Indie Studios in Game Software Ecosystems -- Games as Mediating Platforms in an Open and Digital World -- Balancing Game Elements, Learning, and Emotions in Game Design -- Enhancing Students' Learning Experience through Gamification: Perspectives and Challenges -- Ethics and Games, ethical games and ethics in game -- Challenges for XR in Games -- Stimulation of the Executive Functions Mediated by Digital Games: Current Challenges in the School Context -- Perceptual Analysis of Computer Graphics Characters in Digital Entertainment -- Nine Challenges for Immersive Entertainment -- Strategies to Promote Stakeholders' Autonomy while Creating Educational Digital Games.
En: Springer Nature eBookResumen: 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.
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Challenges in Evaluating Players' Interaction with Digital Games -- The pursuit of fun in digital games: From the sandpit to the console and beyond -- Business Model for Indie Studios in Game Software Ecosystems -- Games as Mediating Platforms in an Open and Digital World -- Balancing Game Elements, Learning, and Emotions in Game Design -- Enhancing Students' Learning Experience through Gamification: Perspectives and Challenges -- Ethics and Games, ethical games and ethics in game -- Challenges for XR in Games -- Stimulation of the Executive Functions Mediated by Digital Games: Current Challenges in the School Context -- Perceptual Analysis of Computer Graphics Characters in Digital Entertainment -- Nine Challenges for Immersive Entertainment -- Strategies to Promote Stakeholders' Autonomy while Creating Educational Digital Games.

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.

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