標(biāo)題: Titlebook: Game Dynamics; Best Practices in Pr Oliver Korn,Newton Lee Book 2017 Springer International Publishing AG 2017 Game dynamics.Game design.Ga [打印本頁] 作者: Agoraphobia 時(shí)間: 2025-3-21 17:51
書目名稱Game Dynamics影響因子(影響力)
書目名稱Game Dynamics影響因子(影響力)學(xué)科排名
書目名稱Game Dynamics網(wǎng)絡(luò)公開度
書目名稱Game Dynamics網(wǎng)絡(luò)公開度學(xué)科排名
書目名稱Game Dynamics被引頻次
書目名稱Game Dynamics被引頻次學(xué)科排名
書目名稱Game Dynamics年度引用
書目名稱Game Dynamics年度引用學(xué)科排名
書目名稱Game Dynamics讀者反饋
書目名稱Game Dynamics讀者反饋學(xué)科排名
作者: cuticle 時(shí)間: 2025-3-21 23:57 作者: –吃 時(shí)間: 2025-3-22 01:02
Anthony N. Michel,Charles J. Hergetor several weaknesses. Other frameworks have been proposed to overcome those limitations, but none has generated sufficient support to replace MDA. In this chapter, we improve the MDA framework, place it on new pillars and thus present the ., ., . for the design of computer and video games.作者: 有權(quán) 時(shí)間: 2025-3-22 07:49 作者: SEED 時(shí)間: 2025-3-22 12:44
Sergei Kurgalin,Sergei Borzunovnmatched attitude pairings of players on their enjoyment within cooperative and competitive game scenarios. We tested the hypothesis that matching individual attitudes to game scenarios would increase game enjoyment. Sixty-two participants (31 pairs) played virtual Bocce and completed a questionnair作者: 無能力之人 時(shí)間: 2025-3-22 14:35
Quotients of , by , and Calabi-Yau manifoldscially important to improve the design of virtual characters and to understand their creation process. Virtual characters are widely used in games, virtual therapies, movie productions, and as avatars in e-commerce or in e-education. Studying the design of virtual characters is challenging as it req作者: 無能力之人 時(shí)間: 2025-3-22 20:37 作者: Interlocking 時(shí)間: 2025-3-22 23:52
https://doi.org/10.1007/978-3-658-25575-6enerator capable of generating cloud pictures can generate similar results with the new algorithm, for example the well-known Perlin noise or its derivation, the simplex noise. We then provide both basic algorithms and practical hints for generating different types of terrain. A new algorithm is pre作者: adumbrate 時(shí)間: 2025-3-23 05:21 作者: expository 時(shí)間: 2025-3-23 07:05
Anthony N. Michel,Charles J. Hergetor several weaknesses. Other frameworks have been proposed to overcome those limitations, but none has generated sufficient support to replace MDA. In this chapter, we improve the MDA framework, place it on new pillars and thus present the ., ., . for the design of computer and video games.作者: integral 時(shí)間: 2025-3-23 12:22
Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design,or several weaknesses. Other frameworks have been proposed to overcome those limitations, but none has generated sufficient support to replace MDA. In this chapter, we improve the MDA framework, place it on new pillars and thus present the ., ., . for the design of computer and video games.作者: Blemish 時(shí)間: 2025-3-23 17:01
https://doi.org/10.1007/978-3-319-53088-8Game dynamics; Game design; Game development; User experience; UX; Procedural content generation; PCG; Dyna作者: 煞費(fèi)苦心 時(shí)間: 2025-3-23 21:07 作者: OFF 時(shí)間: 2025-3-24 00:37 作者: Fortify 時(shí)間: 2025-3-24 05:48
A Very Short History of Dynamic and Procedural Content Generation,G methods and analyze which mathematical approach is suited for typical applications in game design. In the next step, a structural overview of games applying PCG as well as types of PCG is presented. As abundant PCG content can be overwhelming, we discuss context-aware adaptation as a way to adapt 作者: 寡頭政治 時(shí)間: 2025-3-24 09:20 作者: 瘋狂 時(shí)間: 2025-3-24 13:08
Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design,or several weaknesses. Other frameworks have been proposed to overcome those limitations, but none has generated sufficient support to replace MDA. In this chapter, we improve the MDA framework, place it on new pillars and thus present the ., ., . for the design of computer and video games.作者: 有其法作用 時(shí)間: 2025-3-24 18:17
Procedural Synthesis of Gunshot Sounds Based on Physically Motivated Models,contains tens of thousands of sound files as audio assets, which include spoken dialogue as well as sound effects. Procedural content generation (PCG)provides a cost-effective alternative to recording these sounds in the studio or in the field. While some sound effects can be recorded with comparati作者: 小說 時(shí)間: 2025-3-24 22:14
Dynamic Player Pairing: Quantifying the Effects of Competitive Versus Cooperative Attitudes,nmatched attitude pairings of players on their enjoyment within cooperative and competitive game scenarios. We tested the hypothesis that matching individual attitudes to game scenarios would increase game enjoyment. Sixty-two participants (31 pairs) played virtual Bocce and completed a questionnair作者: 心胸狹窄 時(shí)間: 2025-3-25 00:07 作者: GULLY 時(shí)間: 2025-3-25 05:55 作者: Cpap155 時(shí)間: 2025-3-25 08:40
Procedural Terrain Generation. A Case Study from the Game Industry,enerator capable of generating cloud pictures can generate similar results with the new algorithm, for example the well-known Perlin noise or its derivation, the simplex noise. We then provide both basic algorithms and practical hints for generating different types of terrain. A new algorithm is pre作者: 書法 時(shí)間: 2025-3-25 11:59
Procedural Adventure Generation: The Quest of Meeting Shifting Design Goals with Flexible Algorithmture management game. A specific challenge was adapting the algorithm to shifting design requirements. To meet the goal, two methods for algorithm architecture are presented and compared. Firstly, static methods with a wide expressive range are employed, but ultimately fail. In consequence, requirem作者: 罐里有戒指 時(shí)間: 2025-3-25 16:26 作者: 與野獸博斗者 時(shí)間: 2025-3-25 22:03 作者: 阻塞 時(shí)間: 2025-3-26 02:31
A Primer on Procedural Character Generation for Games and Real-Time Applications,that involves offline tagging of vertices in edges to create seamless joints between modules at runtime. Finally, it covers texture generation and combining texture channels in ways that allow even more varied characters.作者: 單調(diào)性 時(shí)間: 2025-3-26 05:06
https://doi.org/10.1007/978-3-030-32796-5nt into its constituent parts and uses parameters such as the barrel length, bullet type, and muzzle velocity to synthesise the sounds of different firearms. A subjective evaluation, which investigates the perceptual relevance of the proposed model, is also presented.作者: notion 時(shí)間: 2025-3-26 09:20
https://doi.org/10.1007/978-94-011-5072-9that involves offline tagging of vertices in edges to create seamless joints between modules at runtime. Finally, it covers texture generation and combining texture channels in ways that allow even more varied characters.作者: 放大 時(shí)間: 2025-3-26 16:28
Book 2017tificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise. In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algori作者: 萬神殿 時(shí)間: 2025-3-26 17:19 作者: Chemotherapy 時(shí)間: 2025-3-26 23:19 作者: Collected 時(shí)間: 2025-3-27 04:00 作者: 濃縮 時(shí)間: 2025-3-27 06:30
Book 2017ove the user experience and increase the replay value.?.The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge..作者: 內(nèi)疚 時(shí)間: 2025-3-27 11:18
Sergei Kurgalin,Sergei Borzunovplayers exchanged signs of encouragement and when they experienced winning. Implications for game design could include initiating a survey or engineering interactions to detect a player’s level of competitiveness or cooperativeness in online games to improve game enjoyment.作者: embolus 時(shí)間: 2025-3-27 16:34 作者: cataract 時(shí)間: 2025-3-27 19:29 作者: 強(qiáng)行引入 時(shí)間: 2025-3-27 23:29
Dynamic Player Pairing: Quantifying the Effects of Competitive Versus Cooperative Attitudes,players exchanged signs of encouragement and when they experienced winning. Implications for game design could include initiating a survey or engineering interactions to detect a player’s level of competitiveness or cooperativeness in online games to improve game enjoyment.作者: 軍火 時(shí)間: 2025-3-28 04:46 作者: GUMP 時(shí)間: 2025-3-28 09:45
Procedural Terrain Generation. A Case Study from the Game Industry, it looks realistic and how the landscape can be textured. The techniques used are not specific to any game engine—they can be implemented in any 3D engine capable of creating custom meshes at runtime.作者: 載貨清單 時(shí)間: 2025-3-28 11:55 作者: 供過于求 時(shí)間: 2025-3-28 14:45 作者: helper-T-cells 時(shí)間: 2025-3-28 20:13
https://doi.org/10.1007/978-3-322-91562-7ents for a valid procedural design method are identified, resulting in a more flexible approach. The results of this work include not only a description of the algorithms but describe a new paradigm for creating procedural algorithms, which allow meeting shifting design goals.作者: 懶洋洋 時(shí)間: 2025-3-29 01:25 作者: 隱語 時(shí)間: 2025-3-29 07:01
Introductory Notesand never-ending, as can be ascertained merely by looking at the divergence of the authors’ points of reference. Where Esser searches for complementarity in community and privacy, Turnbull starts out by trying to measure the independence of these terms.作者: Default 時(shí)間: 2025-3-29 10:39
A Gentle Introduction to Rcppn order to show key concepts which are revisited and discussed in more depth throughout the remainder. So the aim of this chapter is to cover a fairly wide range of material, but at a more introductory level for an initial overview. Two larger examples are studied in detail. We first compute the Fib作者: enterprise 時(shí)間: 2025-3-29 11:26
Hintergrund und Methodik der Arbeittiv sind und an die die Mütter gerne zurückdenken. Die Realit?t sieht teilweise anders aus. Mütter berichten davon, dass sie stundenlag Todesangst gehabt h?tten, froh gewesen seien, überlebt zu haben. Sie erz?hlen, dass sie sich leer gefühlt h?tten und diese Leere geblieben sei und schildern ihr Bem