Computers and Games

In H . J . van den Herik and H . lida , editors , Computers and Games :
Proceedings CG ' 98 . LNCS 1558 , pages 300 _ 317 . Springer Verlag , Berlin ,
1999 . 3 . R . Grimbergen . Plausible Move Generation Using Move Merit Analysis
with Cut ...

Computers and Games

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Computer Games

Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.

Computer Games

Author: Blair Carter

Publisher: Nova Publishers

ISBN: 9781590335260

Page: 157

View: 624

Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.

Computers and Games

This book constitutes the refereed proceedings of the 7th International Conference on Computers and Games, CG 2010, held in Kanazawa, Japan, in September 2010.

Computers and Games

Author: H. Jaap van den Herik

Publisher: Springer

ISBN: 3642179282

Page: 277

View: 369

This book constitutes the refereed proceedings of the 7th International Conference on Computers and Games, CG 2010, held in Kanazawa, Japan, in September 2010. The 24 papers presented were carefully reviewed and selected for inclusion in this book. They cover a wide range of topics such as monte-carlo tree search, proof-number search, UCT algorithm, scalability, parallelization, opening books, knowledge abstraction, solving games, consultation of players, multi-player games, extraversion, and combinatorial game theory. In addition a wide range of computer games is dealt with, such as Chinese Checkers, Chinese Chess, Connect6, Go, Havannah, Lines of Action, Pckomino, Shogi, Surakarta, and Yahtzee.

Learning Science Through Computer Games and Simulations

The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential.

Learning Science Through Computer Games and Simulations

Author: National Research Council

Publisher: National Academies Press

ISBN: 0309212669

Page: 174

View: 126

At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.

Computer Games

This book provides a systematic, comprehensive introduction to the analysis of computer and video games.

Computer Games

Author: Diane Carr

Publisher: Polity

ISBN: 074563401X

Page: 210

View: 851

Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest–growing areas of the internet. Games are no longer just kids′ stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game–play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role–playing and action–adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.

Computers and Games

The CG conferences provide an international forum for researchers working on
any aspect of computers and games to meet and exchange information on the
latest research. CG2000 was attended by 80 people from over a dozen different ...

Computers and Games

Author: Tony Marsland

Publisher: Springer Science & Business Media

ISBN: 3540430806

Page: 442

View: 867

This book constitutes the thoroughly refereed postproceedings of the Second International Conference on Computers and Games, CG 2001, held in Hamamatsu, Japan in October 2000. The 23 revised full papers presented together with two invited contributions and five reviews were carefully refereed and selected during two rounds of reviewing and improvement. The papers are organized in topical sections on search and strategies, learning and pattern acquisition, theory and complexity issues, and further experiments on game; the reviews presented are on computer language games, computer Go, intelligent agents for computer games, RoboCup, and computer Shogi.

Computers and Games

A common experience in playing computer role-playing games, adventure
games, and action games is to move through a complex environment only to
discover that a quest cannot be completed, a barrier cannot be passed, or a goal
cannot ...

Computers and Games

Author: Jonathan Schaeffer

Publisher: Springer Science & Business Media

ISBN: 3540205454

Page: 436

View: 509

The Computers and Games (CG) series began in 1998 with the objective of showcasing new developments in arti?cial intelligence (AI) research that used games as the experimental test-bed. The ?rst two CG conferences were held at Hamamatsu,Japan(1998,2000).ComputersandGames2002(CG2002)wasthe third event in this biennial series. The conference was held at the University of Alberta(Edmonton,Alberta,Canada),July25–27,2002.Theprogramconsisted of the main conference featuring refereed papers and keynote speakers, as well as several side events including the Games Informatics Workshop, the Agents in Computer Games Workshop, the Trading Agents Competition, and the North American Computer Go Championship. CG 2002 attracted 110 participants from over a dozen countries. Part of the successoftheconferencewasthatitwasco-locatedwiththeNationalConference of the American Association for Arti?cial Intelligence (AAAI), which began in Edmonton just as CG 2002 ended. The CG 2002 program had 27 refereed paper presentations. The papers ranged over a wide variety of AI-related topics including search, knowledge, learning, planning, and combinatorial game theory. Research test-beds included one-player games (blackjack, sliding-tile puzzles, Sokoban), two-player games (Amazons, awari, chess, Chinese chess, clobber, Go, Hex, Lines of Action, O- ello, shogi), multi-player games (Chinese checkers, cribbage, Diplomacy, hearts, spades), commercial games (role-playing games, real-time strategy games), and novel applications (Post’s Correspondence Problem).

Digital Games

Discusses the origins of computer games, the technology behind them, types of games, how they are marketed, their effects on society, and possible future developments.

Digital Games

Author: Ananda Mitra

Publisher: Infobase Publishing

ISBN: 0816067864

Page: 126

View: 283

Discusses the origins of computer games, the technology behind them, types of games, how they are marketed, their effects on society, and possible future developments.

Computer Game Worlds

The book makes a valuable theoretical contribution to the ongoing discussion about computer games.

Computer Game Worlds

Author: Claus Pias

Publisher:

ISBN: 9783035800135

Page: 350

View: 536

Computer games have become ubiquitous in today's society. Many scholars have speculated on the reasons for their massive success. Yet we haven't considered the most basic questions: Why do computer games exist? What specific circumstances led to the creation of this entirely new type of game? What sorts of knowledge facilitated the requisite technological and institutional transformations? With Computer Game Worlds, Claus Pias sets out to answer these questions. Tracing computer games from their earliest forms to the unstoppable commercial and cultural phenomena they have become today, Pias then provides a careful epistemological reconstruction of the process of playing games, both at computers and by computers themselves. The book makes a valuable theoretical contribution to the ongoing discussion about computer games.

Computers and Games for Mental Health and Well Being

What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?

Computers and Games for Mental Health and Well Being

Author: Yasser Khazaal

Publisher: Frontiers Media SA

ISBN: 2889454967

Page:

View: 99

Computer Games and Team and Individual Learning

Designed for professionals in the gaming, simulation, assessment and evaluation, educational technology, and educational psychology communities, this book explores the use of computer game technology for teaching and measurement of learning ...

Computer Games and Team and Individual Learning

Author: Harold F. O'Neil

Publisher: Elsevier

ISBN: 0080453430

Page: 320

View: 800

Documents research on the impact of computer games on the learning of adults. Computer games and learning are characterized from a series of different theoretical and empirical viewpoints. Both civilian sector and military applications are presented. While effectiveness of game environments to support learning can be documented in terms of intensity and longevity of engagement (participants voting with their time), as well as the commercial success of the games, there is much less solid empirical information about what instructional outcomes are systematically achieved by the playing of individual and multiplayer games. This book will address these issues.Designed for professionals in the gaming, simulation, assessment and evaluation, educational technology, and educational psychology communities, this book explores the state of the art in the use of computer game technology for teaching and measurement of learning in adults. Its unique focus is on the empirical impact, both qualitative and quantitative, of computer games on the learning of adults.

Computer Games and the Social Imaginary

Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the ...

Computer Games and the Social Imaginary

Author: Graeme Kirkpatrick

Publisher: Polity

ISBN: 0745641105

Page: 219

View: 680

Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.

Software Engineering and Computer Games

This book solves the dilemma of wanting to learn Windows-based sorfware engineering without knowing Windows programming. The basics in Windows programming are explained alongside ideas of object-oriented sortware engineering. (Midwest).

Software Engineering and Computer Games

Author: Rudy von Bitter Rucker

Publisher: Addison Wesley Longman

ISBN:

Page: 608

View: 790

This book solves the dilemma of wanting to learn Windows-based sorfware engineering without knowing Windows programming. The basics in Windows programming are explained alongside ideas of object-oriented sortware engineering. (Midwest).

Computers and Automation

CHRISTMAS 1972 OFFER — FOR PEOPLE WHO LIKE FUN AND GAMES
LINGO – New Game for Computers and / or People “ Dice in quantity , instead of
just singles or pairs , provide an exciting ' learn - asyou - play ' introduction to ...

Computers and Automation

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June issues, 1955- contain Computer directory, 1955-

Designing Arcade Computer Game Graphics

This work focuses on how to create high-quality 2D graphic images and animations for arcade-based games, educational programs and multimedia applications.

Designing Arcade Computer Game Graphics

Author: Ari Feldman

Publisher: Wordware

ISBN: 9781556227554

Page: 514

View: 254

This work focuses on how to create high-quality 2D graphic images and animations for arcade-based games, educational programs and multimedia applications. It also aims to provide insight into basic computer game design from the perspective of a graphic artist.

How Computer Games Help Children Learn

How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself.

How Computer Games Help Children Learn

Author: D. Shaffer

Publisher: Springer

ISBN: 0230601995

Page: 242

View: 770

How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.

Programming Believable Characters for Computer Games

This programming guide brings the current research and tools for creating believable characters into the hands of programmers and students in a practical, tutorial-based approach.

Programming Believable Characters for Computer Games

Author: Penny Baillie-de Byl

Publisher: Charles River Media

ISBN: 9781584503231

Page: 465

View: 281

This programming guide brings the current research and tools for creating believable characters into the hands of programmers and students in a practical, tutorial-based approach. In addition, information on AI and intelligent agent architectures, their design, and programming, is included along with practical C/C++ techniques. The CD-ROM (WIN) features a fully functioning 3D Games Engine (Apocalyx), source code, models, skins, and code.

Digital Play

Examines the role of computer games in society, education and language teaching. Contains step-by-step activities demonstrating how to use digital play in the classroom.

Digital Play

Author: Kyle Mawer

Publisher: Delta Publishing Company(IL)

ISBN: 9781905085552

Page: 112

View: 679

Digital Play is a pioneering book on the use of computer games in language teaching, in which the authors share their expertise in training teachers in innovative classroom practice with their excitement for teaching with technology. It offers:• guidance on taking on the challenge of the digital revolution• insight into how learners engage with gaming outside the classroom• advice and activities for effectively bringing the world of gaming inside the classroomDigital Play contains three distinctive parts which focus in turn on theory, practice and development:Part A examines the role of computer games in society, in education in general and in language teaching in particular, dismissing stereotypes and suggesting ways of implementing games with language learners.Part B consists of a bank of step-by-step activities showing how to use digital play in the classroom. Activities cover different possible classroom scenarios - from no available technology, through one computer and a projector to multiple computers – and they all have the common aim of helping learners improve their knowledge and use of the foreign language, covering all four language skills.Part C shows the teacher how to integrate digital play activities into the wider environment of the syllabus and the school, and suggests ways of developing personally and professionally as teachers of the 21st century.