Encyclopedia of Computer Graphics and Games

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...

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Bibliographic Details
Other Authors: Lee, Newton (Editor)
Format: eBook
Language:English
Published: Cham Springer International Publishing 2024, 2024
Edition:1st ed. 2024
Subjects:
Online Access:
Collection: Springer eBooks 2005- - Collection details see MPG.ReNa
Table of Contents:
  • 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
  • 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
  • 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