000806956 000__ 05811cam\a2200541Ii\4500 000806956 001__ 806956 000806956 005__ 20230306143744.0 000806956 006__ m\\\\\o\\d\\\\\\\\ 000806956 007__ cr\cn\nnnunnun 000806956 008__ 170403s2017\\\\sz\\\\\\o\\\\\001\0\eng\d 000806956 019__ $$a981645798$$a981846560$$a984855539$$a1005790139$$a1011950663 000806956 020__ $$a9783319530888$$q(electronic book) 000806956 020__ $$a3319530887$$q(electronic book) 000806956 020__ $$z9783319530871 000806956 020__ $$z3319530879 000806956 0247_ $$a10.1007/978-3-319-53088-8$$2doi 000806956 035__ $$aSP(OCoLC)ocn980874994 000806956 035__ $$aSP(OCoLC)980874994$$z(OCoLC)981645798$$z(OCoLC)981846560$$z(OCoLC)984855539$$z(OCoLC)1005790139$$z(OCoLC)1011950663 000806956 040__ $$aN$T$$beng$$erda$$epn$$cN$T$$dEBLCP$$dGW5XE$$dYDX$$dN$T$$dAZU$$dUPM$$dJG0$$dCOO$$dOCLCQ$$dVT2$$dIDB$$dMERUC 000806956 049__ $$aISEA 000806956 050_4 $$aGV1469.3 000806956 08204 $$a794.8/1$$223 000806956 08204 $$a004 000806956 24500 $$aGame dynamics :$$bbest practices in procedural and dynamic game content generation /$$cOliver Korn, Newton Lee, editors. 000806956 264_1 $$aCham, Switzerland :$$bSpringer,$$c2017. 000806956 300__ $$a1 online resource 000806956 336__ $$atext$$btxt$$2rdacontent 000806956 337__ $$acomputer$$bc$$2rdamedia 000806956 338__ $$aonline resource$$bcr$$2rdacarrier 000806956 347__ $$atext file$$bPDF$$2rda 000806956 500__ $$aIncludes index. 000806956 5050_ $$aAbout the Editors; An Introduction to Dynamic and Procedural Content Generation; 1 A Very Short History of Dynamic and Procedural Content Generation; Abstract; 1 Introduction and Motivation; 2 PCG Methods; 2.1 Brown Fractals and Mandelbrot Sets; 2.2 Perlin Noise; 3 State-of-the-Art; 3.1 Categorizing PCG in Games; 3.2 Adjusting the Challenge When Using PCG; 4 The Future of PCG; 5 Conclusion; References; 2 Procedural Content Generation in the Game Industry; Abstract; 1 Introduction; 2 What Is PCG and Why It Is Used in the Game Industry; 3 A Taxonomy of PCG. 000806956 5058_ $$a4 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. 000806956 5058_ $$aAbstract1 Introduction; 2 Recording Gunshot Sounds; 3 Synthesis of Gunshot Sounds; 3.1 Properties of Gunshots; 3.2 Parametric Synthesis of Gunshots; 4 Physically Motivated Synthesis of Gunshot Sounds; 4.1 Muzzle Blast; 4.2 Shock Wave; 4.3 Geometry of Propagation; 4.4 Effects of the Environment; 4.5 Synthesis Model; 5 Evaluation; 5.1 Measurements; 5.2 Stimuli; 5.3 Methodology and Subjects; 5.4 Results; 6 Discussion and Conclusions; Acknowledgements; References; 5 Dynamic Player Pairing: Quantifying the Effects of Competitive Versus Cooperative Attitudes; Abstract; 1 Introduction. 000806956 5058_ $$a2 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. 000806956 5058_ $$a6 FaceMaker-A Procedural Face Generator to Foster Character Design ResearchAbstract; 1 Introduction; 2 Related Work; 3 Parametric Average Face; 3.1 Model Requirements; 3.2 3D Face Model; 3.3 Parametrized Morphings; 4 FaceMaker Implementation; 4.1 Online Face Generator; 4.2 Requirements and Compatibility; 4.3 Measurements, Back-End, and Extensions; 4.4 Delimitation from Avatar Generators in Games; 5 Cluster Analysis and Statistics; 5.1 Procedure; 5.2 Participants; 5.3 Clustering and Multi-dimensional Scaling; 5.4 Cluster Analysis and Statistical Results; 6 Discussion; Acknowledgements. 000806956 506__ $$aAccess limited to authorized users. 000806956 520__ $$aThis book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise. In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player's real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value. The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge. 000806956 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed April 12, 2017). 000806956 650_0 $$aVideo games$$xDesign. 000806956 650_0 $$aElectronic games$$xProgramming. 000806956 7001_ $$aKorn, Oliver,$$eeditor. 000806956 7001_ $$aLee, Newton,$$eeditor. 000806956 77608 $$iPrint version:$$tGame dynamics.$$dCham, Switzerland : Springer, 2017$$z3319530879$$z9783319530871$$w(OCoLC)967369812 000806956 852__ $$bebk 000806956 85640 $$3SpringerLink$$uhttps://univsouthin.idm.oclc.org/login?url=http://link.springer.com/10.1007/978-3-319-53088-8$$zOnline Access$$91397441.1 000806956 909CO $$ooai:library.usi.edu:806956$$pGLOBAL_SET 000806956 980__ $$aEBOOK 000806956 980__ $$aBIB 000806956 982__ $$aEbook 000806956 983__ $$aOnline 000806956 994__ $$a92$$bISE