Encyclopedia of Computer Graphics and Games

Encyclopedia of Computer Graphics and Games

Author: Newton Lee

Publisher: Springer Nature

Published: 2024-01-19

Total Pages: 2150

ISBN-13: 3031231619

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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


The Ancient State of Puyŏ in Northeast Asia

The Ancient State of Puyŏ in Northeast Asia

Author: Mark E. Byington

Publisher: BRILL

Published: 2020-05-11

Total Pages: 446

ISBN-13: 1684175674

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Mark E. Byington explores the formation, history, and legacy of the ancient state of Puyŏ, which existed in central Manchuria from the third century BCE until the late fifth century CE. As the earliest archaeologically attested state to arise in northeastern Asia, Puyŏ occupies an important place in the history of that region. Nevertheless, until now its history and culture have been rarely touched upon in scholarly works in any language. The present volume, utilizing recently discovered archaeological materials from Northeast China as well as a wide variety of historical records, explores the social and political processes associated with the formation and development of the Puyŏ state, and discusses how the historical legacy of Puyŏ—its historical memory—contributed to modes of statecraft of later northeast Asian states and provided a basis for a developing historiographical tradition on the Korean peninsula. Byington focuses on two major aspects of state formation: as a social process leading to the formation of a state-level polity called Puyŏ, and as a political process associated with a variety of devices intended to assure the stability and perpetuation of the inegalitarian social structures of several early states in the Korea–Manchuria region.


The N64 Encyclopedia

The N64 Encyclopedia

Author: Chris Scullion

Publisher: White Owl

Published: 2022-12-29

Total Pages: 258

ISBN-13: 1526772213

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The fourth book in Chris Scullion’s critically acclaimed series of video game encyclopedias, The N64 Encyclopedia is dedicated to the Nintendo 64, one of the most well-loved games consoles ever released. Although the Nintendo 64 didn’t sell as well as some of Nintendo’s other systems, and it struggled in the shadow of the bold newcomer that was the Sony PlayStation, nearly everyone who owned an N64 was in love with it and the four-player multiplayer it provided as standard. Despite its relatively small library, the Nintendo 64 had a healthy number of groundbreaking titles that would revolutionize the way we play video games. The likes of Super Mario 64, GoldenEye 007, Mario Kart 64 and The Legend of Zelda: Ocarina of Time remain iconic in the eyes of video game fans over 25 years down the line. This book naturally contains those games, but it also contains every other game released for the system, no matter how obscure. It also covers every game released in Japan, including those for the ill-fated Nintendo 64DD add-on which never left the country. With over 400 games covered, screenshots for every title and a light-hearted writing style designed to make reading it a fun experience, The N64 Encyclopedia is the definitive guide to a revolutionary gaming system.


Little Player

Little Player

Author: Martin Alessi

Publisher: Massive Impact, Inc.

Published: 2017-05-05

Total Pages: 36

ISBN-13:

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In this issue our editors take a better look at the amazing Mario Kart 8 Deluxe. We also preview the awesome Minecraft: Switch Edition, Crash Bandicoot NSane Trilogy, Micro Machines World Series, and Hey Pikmin!! Our Big and Little Editors rate the latest video games to let you know which titles are the best for young players in our biggest review section ever!


HCI in Games

HCI in Games

Author: Xiaowen Fang

Publisher: Springer Nature

Published: 2020-07-10

Total Pages: 547

ISBN-13: 3030501647

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This book constitutes the refereed proceedings of the Second International Conference on HCI in Games, HCI-Games 2020, held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark.* HCII 2020 received a total of 6326 submissions, of which 1439 papers and 238 posters were accepted for publication after a careful reviewing process. The 38 papers presented in this volume are organized in topical sections named: designing games and gamified interactions; user engagement and game impact; and serious games. *The conference was held virtually due to the COVID-19 pandemic.


The Best Non-Violent Video Games

The Best Non-Violent Video Games

Author: James Batchelor

Publisher: White Owl

Published: 2023-10-30

Total Pages: 162

ISBN-13: 139908495X

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What if there were video games that weren’t about killing things? The world’s biggest entertainment medium has come under decades of scrutiny because of its violent content. But here’s a little known fact: from the very beginning, non-violent video games have done as much, if not more, to shape the industry than violent ones. The Best Non-Violent Video Games is the first ever guide to the full breath of interactive entertainment. Discover the true variety the medium has to offer and learn how developers constantly find new ways to engage people by challenging their minds, testing their reflexes, and even tugging at the heartstrings. Take a journey through more than three hundred video games, stretching back to the very dawn of the industry and extending right up to modern day indie hits. You’ll learn more about the origins of some of gaming’s biggest franchises, discover underrated gems from developers of all sizes, and perhaps even find some new favorites. Written by a journalist with over 15 years of industry experience and more than 30 years of gaming experience, this guide is for anyone seeking something truly different from the video games space without dealing with guns and gore, or those simply looking for a change of pace.


Puyo Runa

Puyo Runa

Author: Norman E. Whitten

Publisher: University of Illinois Press

Published: 2022-08-15

Total Pages: 338

ISBN-13: 0252054199

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The Andean nation of Ecuador derives much of its revenue from petroleum that is extracted from its vast Upper Amazonian rain forest, which is home to ten indigenous nationalities. Norman E. Whitten Jr. and Dorothea Scott Whitten have lived among and studied one such people, the Canelos Quichua, for nearly forty years. In Puyo Runa, they present a trenchant ethnography of history, ecology, imagery, and cosmology to focus on shamans, ceramic artists, myth, ritual, and political engagements. Canelos Quichua are active participants in national politics, including large-scale movements for social justice for Andean and Amazonian people. Puyo Runa offers readers exceptional insight into this cultural world, revealing its intricacies and embedded humanisms.


A History of Korea

A History of Korea

Author: Jinwung Kim

Publisher: Indiana University Press

Published: 2012-11-05

Total Pages: 709

ISBN-13: 0253000785

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A history of the divided region, from prehistoric times to present day, examining at political, social, cultural, economic, and diplomatic developments. Contemporary North and South Korea are nations of radical contrasts: one a bellicose totalitarian state with a failing economy; the other a peaceful democracy with a strong economy. Yet their people share a common history that extends back more than three thousand years. In this comprehensive new history of Korea from the prehistoric era to the present day, Jinwung Kim recounts the rich and fascinating story of the political, social, cultural, economic, and diplomatic developments in Korea’s long march to the present. He provides a detailed account of the origins of the Korean people and language and the founding of the first walled-town states, along with the advanced civilization that existed in the ancient land of “Unified Silla.” Clarifying the often complex history of the Three Kingdoms Period, Kim chronicles the five-century long history of the Choson dynasty, which left a deep impression on Korean culture. From the beginning, China has loomed large in the history of Korea, from the earliest times when the tribes that would eventually make up the Korean nation roamed the vast plains of Manchuria and against whom Korea would soon define itself. Japan, too, has played an important role in Korean history, particularly in the 20th century; Kim tells this story as well, including the conflicts that led to the current divided state. The first detailed overview of Korean history in nearly a quarter century, this volume will enlighten a new generation of students eager to understand this contested region of Asia. “Using the latest sources, including recently declassified Communist documents, Jinwung Kim’s book holds promise of becoming the textbook of choice. Benefiting from his direct and intimate knowledge of the country, he writes with great clarity, providing rich and interesting descriptions of political, social, cultural, economic, and diplomatic developments throughout the history of Korea.” —James I. Matray, California State University, Chico “A clearly written, comprehensive, and impressively detailed work.” —Journal of Asian Studies


The SNES Encyclopedia

The SNES Encyclopedia

Author: Chris Scullion

Publisher: White Owl

Published: 2020-10-19

Total Pages: 896

ISBN-13: 1526737841

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“If you didn’t grow up with an SNES and are curious to know about games like Chrono Trigger, Super Metroid and more, then this is the book for you.” —Got Game Following on from the previously released NES Encyclopedia, The SNES Encyclopedia is the ultimate resource for fans of Nintendo’s second home video game console, the Super Nintendo Entertainment System. Containing detailed information on all 780 games released for the SNES in the west, this enormous book is full of screenshots, trivia and charmingly bad jokes. It also includes a bonus section covering the entire twenty-two-game library of the Virtual Boy, Nintendo’s ill-fated 3D system which was released at the end of the SNES’s life. “Without question, The SNES Encyclopedia: Every Game Released for the Super Nintendo Entertainment System makes for an excellent video game library addition. It’s an economical and well-crafted book of Nintendo’s 16-bit history, and it’s sure to leave you yearning for the days of Super Mario World’s vibrant colors, Super Metroid’s intoxicating atmosphere, and Super Punch Out!!’s incredible tension. If you already own The NES Encyclopedia, you’ll know what to expect, but if you’re just starting a collection of video game-themed books, you can’t go wrong with this condense and informative offering.” —Nintendo World Report


Knowledge, Information and Creativity Support Systems

Knowledge, Information and Creativity Support Systems

Author: Susumu Kunifuji

Publisher: Springer

Published: 2016-02-02

Total Pages: 582

ISBN-13: 3319274783

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This volume consists of a number of selected papers that were presented at the 9th International Conference on Knowledge, Information and Creativity Support Systems (KICSS 2014) in Limassol, Cyprus, after they were substantially revised and extended. The 26 regular papers and 19 short papers included in this proceedings cover all aspects of knowledge management, knowledge engineering, intelligent information systems, and creativity in an information technology context, including computational creativity and its cognitive and collaborative aspects.