• Wyszukiwanie zaawansowane
  • Kategorie
  • Kategorie BISAC
  • Książki na zamówienie
  • Promocje
  • Granty
  • Książka na prezent
  • Opinie
  • Pomoc
  • Załóż konto
  • Zaloguj się

Encyclopedia of Computer Graphics and Games » książka

zaloguj się | załóż konto
Logo Krainaksiazek.pl

koszyk

konto

szukaj
topmenu
Księgarnia internetowa
Szukaj
Książki na zamówienie
Promocje
Granty
Książka na prezent
Moje konto
Pomoc
 
 
Wyszukiwanie zaawansowane
Pusty koszyk
Bezpłatna dostawa dla zamówień powyżej 20 złBezpłatna dostawa dla zamówień powyżej 20 zł

Kategorie główne

• Nauka
 [2946600]
• Literatura piękna
 [1856966]

  więcej...
• Turystyka
 [72221]
• Informatyka
 [151456]
• Komiksy
 [35826]
• Encyklopedie
 [23190]
• Dziecięca
 [619653]
• Hobby
 [140543]
• AudioBooki
 [1577]
• Literatura faktu
 [228355]
• Muzyka CD
 [410]
• Słowniki
 [2874]
• Inne
 [445822]
• Kalendarze
 [1744]
• Podręczniki
 [167141]
• Poradniki
 [482898]
• Religia
 [510455]
• Czasopisma
 [526]
• Sport
 [61590]
• Sztuka
 [243598]
• CD, DVD, Video
 [3423]
• Technologie
 [219201]
• Zdrowie
 [101638]
• Książkowe Klimaty
 [124]
• Zabawki
 [2473]
• Puzzle, gry
 [3898]
• Literatura w języku ukraińskim
 [254]
• Art. papiernicze i szkolne
 [8170]
Kategorie szczegółowe BISAC

Encyclopedia of Computer Graphics and Games

ISBN-13: 9783031231599 / Angielski / Twarda / 2024 / 1800 str.

Newton Lee
Encyclopedia of Computer Graphics and Games Newton Lee 9783031231599 Springer - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Encyclopedia of Computer Graphics and Games

ISBN-13: 9783031231599 / Angielski / Twarda / 2024 / 1800 str.

Newton Lee
cena 5245,65 zł
(netto: 4995,86 VAT:  5%)

Najniższa cena z 30 dni: 3470,00 zł
Termin realizacji zamówienia:
ok. 22 dni roboczych
Bez gwarancji dostawy przed świętami

Darmowa dostawa!

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-in-ChiefNewton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USAAcademic Co-ChairShlomo Dubnov, University of California San Diego, San Diego, CA, USAVinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, MalaysiaPatrick C. K. Hung, University of Ontario Institute of Technology, Faculty of Business and IT, Oshawa, ON, CanadaIndustry Co-ChairShuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, JapanXiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, GermanyEditorial BoardLeigh Achterbosch, Federation University Australia, School of Science, Engineering, IT and Physical Sciences, Mt Helen, Ballarat, VIC, AustraliaMd Atiqur Rahman Ahad, University of Dhaka, Dhaka, BangladeshRamazan S. Aygun, Kennesaw State University, Department of Computer Science, Marietta, GA, USABarbaros Bostan, Bahçeşehir University (BAU), BUG Game Lab, Istanbul, TurkeyGuven Catak, Bahçeşehir University (BAU), BUG Game Lab, Istanbul, TurkeyAlvin Chan, Cambridge Corporate University, Lucerne, SwitzerlandAnirban Chowdhury, University of Petroleum and Energy Studies (UPES), Department of User Experience and Interaction Design, School of Design (SoD), Dehradun, Uttarakhand, IndiaAnthony Lewis Brooks,Aalborg University, Aalborg, DenmarkSaverio Debernardis, Politecnico di Bari, Dipartimento di Meccanica, Matematica e Management, Bari, ItalyAbdennour El Rhalibi, Liverpool John Moores University, Liverpool, UKStefano Ferretti, University of Bologna, Department of Computer Science and Engineering, Bologna, ItalyHan Hu,Beijing Institute of Technology, School of Information and Electronics, Beijing, ChinaSusan Johnston, Select Services Films Inc., Los Angeles, CA, USAChris Joslin, Carleton University, Ottawa, CanadaSicilia Ferreira Judice, University of Calgary, Dept. of Computer Science, Calgary, CanadaJulia Juremi, Asia Pacific University of Technology & Innovation, Kuala Lumpur, MalaysiaHoshang Kolivand, Liverpool John Moores University, Department Computer Science, Liverpool, UKJaci Lee Lederman, Vincennes University, Vincennes, IN, USADario Maggiorini, University of Milan, Department of Computer Science, Milano, ItalyTim McGraw, Purdue University, West Lafayette, IN, USAGeorge Papagiannakis, University of Crete, Computer Science Department, Heraklion, Greece; Foundation for Research and Technology Hellas, Heraklion, GreeceFlorian Richoux, Université de Nantes, Nantes, FranceAndrea Sanna, Politecnico di Torino, Dipartimento di Automatica e Informatica, Turin, ItalyYann Savoye, Liverpool John Moores University, Department of Computer Science, Liverpool, United KingdomSercan Şengün, Illinois State University, Wonsook Kim College of Fine Arts, Normal, IL, USARuck Thawonmas, Ritsumeikan University, Shiga, JapanRojin Vishkaie, Ball State University, College of Communication, Information, and Media, Muncie, IN, USADuncan A. H. Williams, University of York, Digital Creativity Labs, Department of Computer Science, York, UKSai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan

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-in-ChiefNewton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA  Academic Co-ChairShlomo Dubnov, University of California San Diego, San Diego, CA, USA
Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, MalaysiaPatrick C. K. Hung, University of Ontario Institute of Technology, Faculty of Business and IT, Oshawa, ON, Canada
Industry Co-ChairShuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, JapanXiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial BoardLeigh Achterbosch, Federation University Australia, School of Science, Engineering, IT and Physical Sciences, Mt Helen, Ballarat, VIC, AustraliaMd Atiqur Rahman Ahad, University of Dhaka, Dhaka, BangladeshRamazan S. Aygun, Kennesaw State University, Department of Computer Science, Marietta, GA, USABarbaros Bostan, Bahçeşehir University (BAU), BUG Game Lab, Istanbul, Turkey
Guven Catak, Bahçeşehir University (BAU), BUG Game Lab, Istanbul, TurkeyAlvin Chan, Cambridge Corporate University, Lucerne, SwitzerlandAnirban Chowdhury, University of Petroleum and Energy Studies (UPES), Department of User Experience and Interaction Design, School of Design (SoD), Dehradun, Uttarakhand, IndiaAnthony Lewis Brooks, Aalborg University, Aalborg, Denmark
Saverio Debernardis, Politecnico di Bari, Dipartimento di Meccanica, Matematica e Management, Bari, ItalyAbdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK 
Stefano Ferretti, University of Bologna, Department of Computer Science and Engineering, Bologna, ItalyHan Hu, Beijing Institute of Technology, School of Information and Electronics, Beijing, China
Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA
Chris Joslin, Carleton University, Ottawa, CanadaSicilia Ferreira Judice, University of Calgary, Dept. of Computer Science, Calgary, CanadaJulia Juremi, Asia Pacific University of Technology & Innovation, Kuala Lumpur, MalaysiaHoshang Kolivand, Liverpool John Moores University, Department Computer Science, Liverpool, UKJaci Lee Lederman, Vincennes University, Vincennes, IN, USA
Dario Maggiorini, University of Milan, Department of Computer Science, Milano, Italy
Tim McGraw, Purdue University, West Lafayette, IN, USAGeorge Papagiannakis, University of Crete, Computer Science Department, Heraklion, Greece; Foundation for Research and Technology Hellas, Heraklion, Greece
Florian Richoux, Université de Nantes, Nantes, FranceAndrea Sanna, Politecnico di Torino, Dipartimento di Automatica e Informatica, Turin, ItalyYann Savoye, Liverpool John Moores University, Department of Computer Science, Liverpool, United KingdomSercan Şengün, Illinois State University, Wonsook Kim College of Fine Arts, Normal, IL, USARuck Thawonmas, Ritsumeikan University, Shiga, JapanRojin Vishkaie, Ball State University, College of Communication, Information, and Media, Muncie, IN, USADuncan A. H. Williams, University of York, Digital Creativity Labs, Department of Computer Science, York, UKSai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan 
 

Kategorie:
Informatyka
Kategorie BISAC:
Computers > Software Development & Engineering - Computer Graphics
Computers > Artificial Intelligence - Computer Vision & Pattern Recognition
Wydawca:
Springer
Język:
Angielski
ISBN-13:
9783031231599
Rok wydania:
2024
Dostępne języki:
Ilość stron:
1800
Oprawa:
Twarda

3D Game Asset Generation of Historical Architecture Through Photogrammetry 

3D Puzzle Games in Extended Reality Environments         

Academic and Video Game Industry “Divide”       

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      

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        

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      

Emotion in Games           

Game Design and Emotions: Analysis Models      

Game Development Leadership Tips        

Game Prosumption        

Game Thinking X Game Design Thinking

Game Writer’s Dilemma: Context vs. Story           

Game-Based Interventions in Public Health: Exploiting the Engaging Factor of Gameplay  

Games and Active Aging

Games in Science             

Gamification      

Gamification and Serious Games               

Gamification Ethics         

Gamification in Crowdsourcing Applications        

Hades: An Analysis         

Hearthstone: A Collectable Card Game Through the Lens of Problem Solving         

Incremental Games        

Indie Game        

Legend of Zelda Breath of the Wild and the Lens of Curiosity        

Madden NFL and Infinite Inspiration       

MEEGA+, Systematic Model to Evaluate Educational Games          

Motion Planning in Computer Games     

Narrative Design              

Narrative in Video Games            

New Super Mario Bros. Wii, An Analysis

Nursing Education Through Virtual Reality: Bridging the Gap         

Online Gaming Industry Evolution, Monetization and Prospects  

Online Players: Engagement, Immersion, and Absorption Across Secondary Worlds            

Parasocial Phenomena in Video Games  

Persona 3 and the Lens of Surprise          

Player Experience, Design and Research 

Player Personas and Game Choice            

Political Game Design    

Post-Digital Graphics in Computer Games              

Principle Structure to Create a 2D Game Level Editor        

Protection Korona: A Game Design on Covid-19 

Psychological Game Design         

Query-by-Gaming            

Redesigning Games for New Interfaces and Platforms      

Rehabilitation Games     

Resident Evil 2, History of            

ROP-Skill System – Model in Serious Games for Universities          

Secure Gaming: Cheat-Resistant Protocols and Game History Validation  

Semiotics of Computer Games   

Serious Online Games for Engaged Learning Through Flow            

Spatio-Temporal Narrative Framework for Architecture in Video Games   

Strategies for Design and Development of Serious Games: Indian Perspective        

Symbolic Planning in Computer Games  

The Sims Franchise, a Retrospective of Racial Representation and Skin Tones         

Timed Automata for Video Games and Interaction            

Transformational Games               

Underground Design of Kaizo Games       

Video Game Storytelling Fundamentals: Setting, Power Status, Tone, Escalation   

Video Game Trolls and Dopamine Withdrawal    

Videogame Engagement: Psychological Frameworks        

Visual Accessibility in Computer Games 

Visual Novel      

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

Tactile Visualization and 3D Printing for Education             

Technologies for the Design Review Process         

Artistic Data Visualization in the Making

Color: Pixels, Bits, and Bytes       

Computer Graphics, Video Games, and Gamification Impacting (Re)Habilitation, Healthcare, and Inclusive Well-Being               

Imagineering Ceramic Pottery Using Computer Graphics 

Face Beautification in Antiage    

Abstraction and Stylized Design in 3D Animated Films: Extrapolation of 2D Animation Design         

Animation and Neurocinematics: Visible Language of E-motion-S and Its Magical Science 

Challenges Facing the Arab Animation Cinema    

Character Animation Scripting Environment         

Exploring Innovative Technology: 2D Image Based Animation with the iPad            

Motion Matching: Data-Driven Character Animation Systems       

Pipeline of 2D Vector Animation in Television Series          

Preserving the Collective Memory and Re-creating Identity Through Animation   

Teaching Computer Graphics by Application         

Vector Graphics

Movie-Making of Spatiotemporal Dynamics in Complex Systems

Postproduction in Game Cinematics        

Automated Image Captioning for the Visually Impaired   

Data Gloves for Hand and Finger Motion Interactions      

Decoupling Game Tool GUIs from Core Editing Operations             

Game Interface: Influence of Diegese Theory on the User Experience        

Human Interaction in Machine Learning (ML) for Healthcare         

Plug-in-Based Asset Compiler Architecture           

Tangible Surface-Based Interactions        

Unified Modeling Language (UML) for Sight Loss

User Interface (UI) in Semiautonomous Vehicles

Adaptive Music

Audio and Facial Reconigition CAPTCHAs for Visually Impaired Users         

Audiogame        

Dynamic Music Generation, Audio Analysis-Synthesis Methods  

Emotional Congruence in Video Game Audio      

Overview of Virtual Ambisonic Systems 

Procedural Audio in Video Games             

Spatial Audio and Sound Design in the Context of Games and Multimedia              

Automated Game Design Testing Using Machine Learning              

Character Artificial Intelligence  

Classical Learning Method in Digital Games          

Computer Games and Artificial Intelligence          

Computer Go    

Constructing Game Agents Through Simulated Evolution

Game Player Modeling  

Machine Learning for Computer Games 

Meta Artificial Intelligence and Artificial Intelligence Director        

Monte-Carlo Tree Search              

Navigation Artificial Intelligence 

Overview of Artificial Intelligence              

Quality Assurance-Artificial Intelligence  

RTS AI Problems and Techniques               

Skull and Roses Card Game          

StarCraft Bots and Competitions

World Representation in Artificial Intelligence     

Area of Interest Management in Massively Multiplayer Online Games      

Client/Server Gaming Architectures         

Cloud for Gaming            

Cognitive Psychology Applied to User Experience in Video Games               

Detecting and Preventing Online Game Bots in MMORPGs            

Disney Toontown Online, A Massively Multiplayer Online Role-Playing Game         

Distributed Simulation and Games           

Game Bot Detection on Massive Multiplayer Online Role-Playing Games (MMORPGs) Systems     

Griefing in MMORPGs   

IPv6 Common Security Vulnerabilities and Tools: Overview of IPv6 with Respect to Online Games

Mobile Cloud Gaming    

Online Gaming Architectures      

Online Gaming Scalability             

Peer-to-Peer Gaming      

Toxic Behaviors in Online Gaming             

3D Selection Techniques for Distant Object Interaction in Augmented Reality        

Augmented and Gamified Lives 

Augmented Learning Experience for School Education     

Augmented Reality Entertainment: Taking Gaming Out of the Box              

Augmented Reality for Human-Robot Interaction in Industry        

Augmented Reality for Maintenance       

Augmented Reality in Image-Guided Surgery       

Augmented Reality Ludo board game with Q-learning on Handheld           

Conceptual Model of Mobile Augmented Reality for Cultural Heritage      

Enhanced Visualization by Augmented Reality     

Gamification and Social Robots in Education        

History of Augmented Reality     

Integrating Virtual Reality and Augmented Reality into Advertising Campaigns: History, Technology, and Future Trends               

Interacting with a Fully Simulated Self-Balancing Bipedal Character in Augmented and Virtual Reality         

Interaction with Mobile Augmented Reality Environments            

Interactive Augmented Reality to Support Education        

Key Early Verticals, Challenges and Limitations in Implementation of Augmented Reality  

Life-Size Telepresence and Technologies 

Live Texture Mapping in Handheld Augmented Reality Coloring Book        

Mixed Reality    

Potential of Augmented Reality for Intelligent Transportation Systems     

Virtual Reality and Robotics        

Game Engine     

Game Loop and Typical Implementation

Game Physics Engine, Overview

Interactive Computer Graphics and Model-View-Controller Architecture 

Panda3D             

Physical, Virtual, and Game World Persistence    

Unity, A 2D and 3D Game Engine              

Unreal Engine, A 3D Game Engine            

Virtual World, a Definition Incorporating Distributed Computing and Instances    

Animal Crossing: A Causal Game

Anti-Phishing Attacks in Gamification      

Assassin’s Creed, An Analysis      

Bayonetta 2, An Analysis              

Call of Duty Franchise, An Analysis           

Children Privacy Protection         

Children’s Games, from Turtle to Squirtle              

Computer Games and the Evolution of Digital Rights        

Computer Games in Education  

Counterstrike Global Offensive, An Analysis         

Dark Souls III, An Analysis            

Dark Souls RPG Through the Lens of Challenge    

Destiny and Destiny 2, an Analysis of an FPS        

Digital Games for Animals            

Diversity in Gaming and the Metaverse  

Dojin Game        

Facial Recognition and Emotion Detection in Environmental Installation and Social Media Applications      

Fantasy XVI Online, a Massively Multiplayer Online Role-Playing Game     

Fire Emblem Fates            Conquest

First-Person Shooter Games, A Brief History         

Five Nights at Freddy’s, A Point and Click Horror Game    

Fortnite, A Brief History

Games and the Magic Circle        

Gamification of Modern Society: Digital Media’s Influence on Current Social Practices       

Gardenscapes and Homescapes, Casual Mobile Games   

God of War (2018), An Action-Adventure Game 

God of War, An Analysis

Hypermedia Narrative as a Tool for Serious Games            

Itch.io, History of             

King of Fighters, A Brief History 

Kingdom Hearts (2002): An Analysis        

Mario Kart, An Analysis of its Absence from Esports         

NBA 2K, A Brief History 

NFT Games         The Revenue Models

On Computer Games About Cooking       

Origin of Games               

Overwatch: Team-based Multiplayer First-Person Shooter Game 

Pervasive Games              

Pokémons and World Championships      The History

Professional Call of Duty Player Matthew “Nadeshot” Haag, An E-Sports Case Study          

Public Health Education Via Computer Games     

Rocket League, An Analysis         

Smart Toys         

Social-, Mobile- and Multi-Player-Games and their Impact on Today’s Online Entertainment Industry         

Sociality of Digital Games             

Sonic Adventure 2, an Analysis  

Speedrunning   

Speedrunning in Video Games   

Star Wars Battlefront (2004), an Analysis

STEM Learning Through Video Games     

Super Mario Galaxy: An Overview            

Super Smash Bros, A Brief History            

Super Smash Bros. Ultimate and E-Sports             

The Elder Scrolls V Skyrim            

Toy Computing 

Video Game Culture in Cape Town, South Africa 

World of Tanks, MMO Strategy Freemium Game

World of Warcraft, A MMORPG with Expansions

Open Source 3D Printing, History of        

Game Venues and Platforms       

Ludii General Game System, For Modelling, Analysing and Designing Board Games             

Bounding Volume Hierarchies for Rigid Bodies    

Cellular Automata Methods        

Collision Detection          

Computational Steering for Computational Fluid Dynamics            

Crowd Evacuation Using Simulation Techniques  

Crowd Simulation            

Fluid Simulation

Lattice Boltzmann Method for Diffusion-Reaction Problems          

Lattice Boltzmann Method for Fluid Simulation   

Lattice Gas Cellular Automata for Fluid Simulation             

Position Based Dynamics              

Simulation and Comparison of AODV and DSDV Protocols in MANETs       

Simulation of Emotional Crowd and Applications

High-Performance Many-Light Rendering              

Ray Tracing in Video Games         

Rendering Equation        

3D Avatars in Virtual Reality Experience  

Accessibility of Virtual Reality for Persons with Disabilities             

Collaborative Engineering and Virtual Prototyping Within Virtual Reality  

Cybersickness   

Deep Reinforcement Learning in Virtual Environments    

Educational Virtual Reality Game Design for Film and Animation 

EEG as an Input for Virtual Reality            

Everyday Virtual Reality

Eye Tracking in Virtual Reality     

Foundations of Interaction in the Virtual Reality Medium

History of Virtual Reality               

Immersive Auralization Using Headphones           

Immersive Technologies for Medical Education   

Immersive Virtual Reality Serious Games               

Information Presentation Methods in Virtual Reality         

Interactive Virtual Reality Navigation Using Cave Automatic Virtual Environment Technology          

Locomotion in Virtual Reality Video Games          

Making Virtual Reality (VR) Accessible for People with Disabilities               

Mindfulness, Virtual Reality, and Video Games    

Mixed Reality, Gamified Presence, and Storytelling for Virtual Museums 

Multi-user Virtual Environments for Education    

Natural Walking in Virtual Reality              

Origin of Virtual Reality 

Perceptual Illusions and Distortions in Virtual Reality        

Presence and Immersion in Virtual Reality            

Raycasting in Virtual Reality        

Redirected Walking in Virtual Reality       

Social Virtual Reality       

Sonic Interactions in Virtual Environments           

Sound Spatialization       

Spatial Perception in Virtual Environments           

Storytelling in Virtual Reality       

Substitutional Reality     

Training Spatial Skills with Virtual Reality and Augmented Reality

Trustworthy Embodied Virtual Agents    

Uncanny Valley in Virtual Reality

User Acoustics with Head-Related Transfer Functions      

User-Centered Design and Evaluation Methodology for Virtual Environments       

Virtual Hand Metaphor in Virtual Reality

Virtual Pointing Metaphor in Virtual Reality          

Virtual Reality Applications in Education

Virtual Reality as New Media      

Virtual Reality Exercise and Rehabilitation             

Virtual Reality Game Engines      

Virtual Reality Retailing 

Virtual Reality Stereo Post-Conversion After Effects Workflow      

Virtual Reality System Fidelity    

Virtual Reality Systems, Tools, and Frameworks  

Virtual Reality Therapy  

Virtual Reality-Based Daily Scrum Meetings          

Virtual Reality: A Model for Understanding Immersive Computing             

3D Room Layout System Using IEC (Interactive Evaluational Computation)             

Emotion-Based 3D CG Character Behaviors          

Genetic Algorithm (GA)-Based NPC Making          

American Sign Language Detection          

Experiential Media: Using Machine Vision and Sensor-Input to Create Dynamic Real-Time Generated Media           

Fall Risk Detection in Computer Vision    

Healthcare Robots with Islamic Practices               

Locomotion and Human Tracking in Healthcare Robots   

2-Simplex Prism as a Cognitive Graphics Tool for Decision-Making              

Cognitive Processing of Information Visualization              

Indigenous Knowledge for Mental Health, Data Visualization        

Indigenous Language Revitalization with Stories and Games          

Mixed Reality and Immersive Data Visualization 

Multivariate Visualization Using Scatterplots        

Scalable Techniques to Visualize Spatiotemporal Data      

Stress Reduction, Relaxation, and Meditative States Using Psychophysiological Measurements Based on Biofeedback Systems via HRV and EEG             

Tensor Field Visualization             

Contemporary Computer Shogi 

Loot Boxes: Gambling-Like Mechanics in Video Games    

Minkowski-Lorentz Spaces Applications: Resolution of Apollonius and Dupin Problems     

Mobile Persuasive Applications 

Player Abusive Behavior Detection           

Puyo Puyo          

Shadow Shooter: All-Around Game with e-Yumi 3D           

Theory of Minkowski-Lorentz Spaces      

Underwater Enhanced Detail and Dehaze Technique (UEDD) for Underwater Image Enhancement               

Biosensing in Interactive Art: A User-Centered Taxonomy

Computer Games for People with Disability          

Player-Avatar Link: Interdisciplinary Embodiment Perspectives     

Video Games and Accessibility: A Case Study of The Last of Us II 

Holography as an Architectural Decoration           

Holography, History of   

Image Quality Evaluation of a Computer-Generated Phase Hologram        

Artificial Reality Continuum        

Brain Signals as a New Biometric Authentication Method Using Brain-Computer Interface

Collaborative Environments for Augmented and Virtual Reality Applications          

Colour Detection Using Brain Computer Interface              

Construction Management Processes in a Digital Built Environment, Modelling    

Digital Images Using Heuristic AdaBoost Haar Cascade Classifier Model, Detection of Partially Occluded Faces        

Engaging Dogs with Computer Screens: Animal-Computer Interaction      

Fingerprint Verification Based on Combining Minutiae Extraction and Statistical Features

Gaming Control Using BCI            

Immersive Technologies for Accessible User Experiences 

Immersive Visualizations Using Augmented Reality and Virtual Reality      

Interactive Augmented Reality Pop-Up Book with Natural Gesture Interaction for Handheld            

Object Manipulation Using Real Hand Gesture for Augmented Reality Interior Design        

Position-Aware 3D Facial Expression Mapping Using Ray Casting and Blendshape

Smart Calibration between RGB-D and Thermal Cameras for ROI Detection and Tracking in Physiological Monitoring               

Tabletop Storytelling      

Tracking Techniques in Augmented Reality for Handheld Interfaces            

Virtual Human for Assisted Healthcare: Application and Technology          

Virtual Reality Proton Beam Therapy Unit: Case Study on the Development           

Volumetric Filmmaking 

Cross-Cultural Game Studies       

PBL-Based Industry-Academia Game Development Education      


Editor-in-Chief Prof. Newton Lee is the founding president of the 501(c)(3) nonprofit Institute for Education, Research, and Scholarships based in Los Angeles, California, a former Disney and Bell Labs engineer, and a 2021 graduate of the FBI Citizens Academy.

Serving as an FBI Ambassador, Lee expounds on social media, campus safety, student mental health, cybersecurity, and counterterrorism as portrayed in the highly acclaimed Total Information Awareness book series published by Springer Nature. The Total Information Awareness trilogy has garnered rave reviews from Newsweek and The Daily Beast, ACM Computing Reviews, AdWeek, and Choice Magazine, among others. Veteran Staff Sergeant Andrew Price of the United States Air Force (USAF) remarked, “I am inspired by the prospect of world peace. I’d fully recommend following the author’s steps, reaching beyond our borders, making friends outside our norm, and helping to foster world peace and a better tomorrow.”

Lee has co-developed over 100 online games at The Walt Disney Company, and 12 bestselling & award-winning interactive titles including The Lion King Animated Storybook & Winnie the Pooh and the Honey Tree that were featured in the Billboard Magazine. He has also executive produced original songs that have played on American Idol and charted on U.S. Billboard, U.K. Music Week, and U.S. iTunes HOT 100 (Electronic).

He earned a B.S. and M.S. in Computer Science from Virginia Tech as well as an A.S. in Electrical Engineering and an honorary doctorate in Computer Science from Vincennes University. He has been honored with a Michigan Leading Edge Technologies Award, two community development awards from the California Junior Chamber of Commerce, and four volunteer project leadership awards from The Walt Disney Company.

Section Editors:

Anthony Lewis Brooks, Andrea Sanna, Anirban Chowdhury, Barbaros Bostan, Chris Joslin, Dario Maggiorini, Duncan Williams, Florian Richoux, Guven Catak, Leigh Achterbosch, Papagiannakis George, Patrick C. K. Hung, Ramazan S. Aygun, Ruck Thawonmas, Rojin Vishkaie, Saverio Debernardis, Stefano Ferretti, Sai-Keung Wong, Susan Johnston, Sicilia Ferreira Judice, Tim McGraw, Xiaomao Wu, Yann Savoye.




Udostępnij

Facebook - konto krainaksiazek.pl



Opinie o Krainaksiazek.pl na Opineo.pl

Partner Mybenefit

Krainaksiazek.pl w programie rzetelna firma Krainaksiaze.pl - płatności przez paypal

Czytaj nas na:

Facebook - krainaksiazek.pl
  • książki na zamówienie
  • granty
  • książka na prezent
  • kontakt
  • pomoc
  • opinie
  • regulamin
  • polityka prywatności

Zobacz:

  • Księgarnia czeska

  • Wydawnictwo Książkowe Klimaty

1997-2025 DolnySlask.com Agencja Internetowa

© 1997-2022 krainaksiazek.pl
     
KONTAKT | REGULAMIN | POLITYKA PRYWATNOŚCI | USTAWIENIA PRYWATNOŚCI
Zobacz: Księgarnia Czeska | Wydawnictwo Książkowe Klimaty | Mapa strony | Lista autorów
KrainaKsiazek.PL - Księgarnia Internetowa
Polityka prywatnosci - link
Krainaksiazek.pl - płatnośc Przelewy24
Przechowalnia Przechowalnia