Interactive Storytelling for Video Games, Josiah Lebowitz
Автор: Tringham Название: Science Fiction Video Games ISBN: 148220388X ISBN-13(EAN): 9781482203882 Издательство: Taylor&Francis Рейтинг: Цена: 3761 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Delve into a Collection of Science Fiction GamesThe beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).
Автор: Garo Green Название: Video Games and Creativity ISBN: 0128014628 ISBN-13(EAN): 9780128014622 Издательство: Elsevier Science Рейтинг: Цена: 4540 р. 5044.00-10% Наличие на складе: Нет в наличии.
Описание: Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as:. . Can video games be used to develop or enhance creativity?. Is there a place for video games in the classroom?. What types of creativity are needed to develop video games?. While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success.
Автор: Phillips Winifred Название: Composing Music for Video Games ISBN: 1138021415 ISBN-13(EAN): 9781138021419 Издательство: Taylor&Francis Рейтинг: Цена: 4806 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Автор: Zeman Название: Storytelling For Interactive Digita ISBN: 1498703844 ISBN-13(EAN): 9781498703840 Издательство: Taylor&Francis Рейтинг: Цена: 4074 р. Наличие на складе: Есть у поставщика Поставка под заказ.
The evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded us, and united us in ways other disciplines can't. Storytelling for Interactive Digital Media and Video Games lays out the construct of the story, and how it can be manipulated by the storyteller through sound, video, lighting, graphics, and color. This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them "interactive." Storytelling features heavy game development as a method of storytelling and delivery, and how to develop compelling plots, characters, settings, and actions inside a game. The concept of digital storytelling will be explored, and how this differs from previous incarnations of mediums for stories
Explores the necessary elements of a story (setting, character, events, sequence, and perspective) and how they affect the viewer of the story
Discusses media and its role in storytelling, including images, art, sound, video, and animation
Explores the effect of interactivity on the story, such as contest TV, web-based storytelling, kiosks, and games
Shows the different types of story themes in gaming and how they are interwoven
Describes how to make games engaging and rewarding intrinsically and extrinsically
Описание: While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more intricate and varied, there is a growing need to examine the theory and practice of virtual character design. This book seeks to develop a series of critical frameworks to support the analysis and design of virtual characters. Virtual Character Design for Games and Interactive Media covers a breadth of topics to establish a relationship between pertinent artistic and scientific theories and good character design practice. Targeted at students, researchers, and professionals, the book aims to show how both character presentation and character performance can be enhanced through careful consideration of underlying theory. The book begins with a focus on virtual character presentation, underpinned by a discussion of biological, artistic, and sociological principles. Next it looks at the performance of virtual characters, encompassing the psychology of emotion and personality, narrative and game design theories, animation, and acting. The book concludes with a series of applied virtual character design examples. These examples examine the aesthetics of player characters, the design and performance of the wider cast of game characters, and the performance of characters within complex, hyperreal worlds.
Автор: Collins Karen, Kapralos Bill, Tessler Holly Название: The Oxford Handbook of Interactive Audio ISBN: 0199797226 ISBN-13(EAN): 9780199797226 Издательство: Oxford Academ Рейтинг: Цена: 10096 р. Наличие на складе: Поставка под заказ.
Описание: What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What does the future hold for interactive musical and sonic experiences? This book answers these questions with newly-commissioned chapters that explore the full range of interactive audio in games, performance, design, and practice.
Описание: Presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. This book begins with linear algebra and matrix multiplication, and covers such topics as color and lighting, interpolation, animation and basic game physics. It focuses on the issues of 3D game development important to programmers.
Описание: Contains tutorials that detail the various steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. This book aims to help 3D artists and developers learn to build a fully functioning prototype.
Описание: The heart of any system that simulates the physical interaction between objects is collision detection - the ability to detect when two objects have come into
contact. This system is also one of the most difficult aspects of a physical simulation to implement correctly, and invariably it is the main consumer of CPU cycles. Practitioners, new to
the field or otherwise, quickly discover that the attempt to build a fast, accurate, and robust collision detection system takes them down a long path fraught with perils and pitfalls unlike
most they have ever encountered.
Without in-depth knowledge and understanding of the issues associated with engineering a collision detection system, the end of that path
is an abyss that has swallowed many a good programmer! Gino van den Bergen's new book is the story of his successful journey down that path. The outcome is his well-known
collision detection system, the SOftware Library for Interference Detection (SOLID). Along the way, he covers the topics of vector algebra and geometry, the various geometric
primitives of interest in a collision system, the powerful method of separating axes for the purposes of intersection testing, and the equally powerful Gilbert-Johns
n-Keerthi (GJK) algorithm for computing the distance between convex objects.
But this book provides much more than a good compendium of the ideas that go into building a
collision system. The curse of practical computational geometry is floating-point arithmetic. Algorithms with straightforward implementations when using exact arithmetic can have
catastrophic failures in a floating-point system.
Specifically, intersection and distance algorithms implemented in a floating-point system tend to fail exactly in the most important
case in a collision system - when two objects are just touching. Great care must be taken to properly handle floating-point round off errors. Gino's ultimate accomplishment in this book is
his presentation on how to correctly implement the GJK distance algorithm in the presence of single-precision floating-point arithmetic.
And what better way to illustrate this
than with a case study, the final chapter on the design and implementation of SOLID. About the CD-ROM: the companion CD-ROM includes the full C++ source code of SOLID 3.5 as
well as API documentation in HTML and PDF formats; both single (32bit) and double (64bit) precision versions of the SOLID SDK plus example programs can be compiled for Linux
platforms using GNU g++ version 2.95 to 3.3 and for Win32 platforms using Microsoft Visual C++ version 6.0 to 7.1; and, use of the SOLID source code is governed by the terms of
either the GNU GPL or the Trolltech QPL (see CD-ROM documentation for details). About the Author: Gino van den Bergen is a game developer living and working in The
He is the creator of SOLID and holds a Ph.D. in computing science from Eindhoven University of Technology. Gino implemented collision detection and physics
in NaN Technologies' Blender, a creation suite for interactive 3D content.
Features include: explains the fundamental geometric and numerical concepts that underlie the
key algorithms of collision detection; CD-ROM includes the full C++ source code of SOLID, a well-known library for collision detection, plus binaries and example programs for Win32;
discusses algorithms for commonly used primitive types, such as spheres, boxes, cylinders, cones, triangles, rays, and convex polyhedra; and, presents techniques for accelerating
collision detection for complex models and scenes.
Автор: Egenfeldt-nielsen, Simon Smith, Jonas Heide Tosca, Название: Understanding video games ISBN: 0415977215 ISBN-13(EAN): 9780415977210 Издательство: Taylor&Francis Рейтинг: Цена: 2611 р. Наличие на складе: Поставка под заказ.
Описание: From Pong to PlayStation 3, this title offers an introduction to the field of video game studies. It traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, and examines the aesthetics of game design.
Автор: Cinnamon, Ian Название: Programming video games for the evil genius ISBN: 0071497528 ISBN-13(EAN): 9780071497527 Издательство: McGraw-Hill Рейтинг: Цена: 1566 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Part of the "Evil Genius" series, this work teaches basic programming by doing actual projects and promises success if instructions are followed. Each of the 57 projects can be assembled on a PC, MAC, or Linux computer, and inside tips are offered to modify and customize the games.
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