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About the Editors; An Introduction to Dynamic and Procedural Content Generation; 1 A Very Short History of Dynamic and Procedural Content Generation; Abstract; 1 Introduction and Motivation; 2 PCG Methods; 2.1 Brown Fractals and Mandelbrot Sets; 2.2 Perlin Noise; 3 State-of-the-Art; 3.1 Categorizing PCG in Games; 3.2 Adjusting the Challenge When Using PCG; 4 The Future of PCG; 5 Conclusion; References; 2 Procedural Content Generation in the Game Industry; Abstract; 1 Introduction; 2 What Is PCG and Why It Is Used in the Game Industry; 3 A Taxonomy of PCG.

4 History of PCG in Game Industry5 Conclusion and Challenges; References; 3 Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design; Abstract; 1 Introduction; 2 State-of-the-Art Game Design Frameworks; 3 Introducing the DDE Framework; 3.1 From Mechanics to Design; 3.2 Design Subcategories; 3.3 Dynamics; 3.4 From Aesthetics to Experience; 3.5 Antagonist and Player-Subject; 4 Discussion: Relationships and Consequences; 4.1 The Ludo-Narrative Disconnect and DDE; 5 Conclusion; References; 4 Procedural Synthesis of Gunshot Sounds Based on Physically Motivated Models.

Abstract1 Introduction; 2 Recording Gunshot Sounds; 3 Synthesis of Gunshot Sounds; 3.1 Properties of Gunshots; 3.2 Parametric Synthesis of Gunshots; 4 Physically Motivated Synthesis of Gunshot Sounds; 4.1 Muzzle Blast; 4.2 Shock Wave; 4.3 Geometry of Propagation; 4.4 Effects of the Environment; 4.5 Synthesis Model; 5 Evaluation; 5.1 Measurements; 5.2 Stimuli; 5.3 Methodology and Subjects; 5.4 Results; 6 Discussion and Conclusions; Acknowledgements; References; 5 Dynamic Player Pairing: Quantifying the Effects of Competitive Versus Cooperative Attitudes; Abstract; 1 Introduction.

2 Literature Review and Related Works3 Evaluation; 3.1 Design and Participants; 3.2 Measures; 3.2.1 Enjoyment and Social Influence; 3.2.2 Competitive/Cooperative Attitudes; 3.3 Apparatus; 3.4 Procedures; 4 Results; 4.1 Effect of Individual Attitudes; 4.2 Effect of Attitude Pairings; 4.3 Effect of Gender Pairings; 4.4 Effect of Relationship; 4.5 Qualitative Analysis; 4.5.1 Theme 1: Positive Reciprocation; 4.5.2 Theme 2: Winning Reactions; 5 Discussion and Conclusions; 5.1 Game Design Implications; 5.2 Limitations and Future Work; References.

6 FaceMaker-A Procedural Face Generator to Foster Character Design ResearchAbstract; 1 Introduction; 2 Related Work; 3 Parametric Average Face; 3.1 Model Requirements; 3.2 3D Face Model; 3.3 Parametrized Morphings; 4 FaceMaker Implementation; 4.1 Online Face Generator; 4.2 Requirements and Compatibility; 4.3 Measurements, Back-End, and Extensions; 4.4 Delimitation from Avatar Generators in Games; 5 Cluster Analysis and Statistics; 5.1 Procedure; 5.2 Participants; 5.3 Clustering and Multi-dimensional Scaling; 5.4 Cluster Analysis and Statistical Results; 6 Discussion; Acknowledgements.

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