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Pervasive Games

Author: Markus Montola
Publisher: Morgan Kaufmann
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Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls, conferences, museums and other non-traditional game venues. Game designers need to understand how to use the world as a gamespace-and both the challenges and advantages of doing so. This book shows how to change the face of play-who plays, when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible today and how they are made. For game researchers, it provides a solid theoretical, philosophical and aesthetic understanding of the genre. Pervasive Games covers everything from theory and design to history and marketing.


A Survey of Characteristic Engine Features for Technology Sustained Pervasive Games

Author: Kim J.L. Nevelsteen
Publisher: Springer
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This book scrutinizes pervasive games from a technological perspective, focusing on the sub-domain of games that satisfy the criteria that they make use of virtual game elements. In the computer game industry, the use of a game engine to build games is common, but current game engines do not support pervasive games. Since the computer game industry is already rich with game engines, this book investigates: (i) if a game engine can be repurposed to stage pervasive games; (ii) if features describing a would-be pervasive game engine can be identified; (iii) using those features, if an architecture be found in the same ‘product line’ as an existing engine and that can be extended to stage pervasive games (iv) and, finally, if there any challenges and open issues that remain. The approach to answering these questions is twofold. First, a survey of pervasive games is conducted, gathering technical details and distilling a component feature set that enables pervasive games. Second, a type of game engine is chosen as candidate in the same product line as a would-be pervasive game engine, supporting as much of the feature set as possible. The architecture is extended to support the entire feature set and used to stage a pervasive game called Codename: Heroes, validating the architecture, highlighting features of particular importance and identifying any open issues. The conclusion of this book is also twofold: the resulting feature set is verified to coincide with the definition of pervasive games and related work. And secondly, a virtual world engine is selected as candidate in the same product line as a would-be pervasive game engine. Codename: Heroes was successfully implemented, reaping the benefits of using the selected engine; development time was low, spanning just a few months. Codename: Heroes was staged twice, with no stability issues or down time.


Pervasive Computing

Author: Hideyuki Tokuda
Publisher: Springer Science & Business Media
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The 7th InternationalConference on PervasiveComputing (Pervasive2009)was the ?rst time the conference was held in Asia. Before reaching Asia, the c- ference made a long journey around the globe: starting in Zur ¨ ich, traveling to Linz and Munich, then passing through Dublin before leaving Europe for the ?rst time to be held in Toronto, followed by Sydney last year and now Nara, Japan. Over the last few years, Asia has contributed to the topics of Pervasive Computing with research ideas, engineering and many innovative products, so it was wonderful to host the conference in Asia. When the Pervasive Computing conference series started in 2002, the in- gration of computing systems into everyday products was just beginning. Seven years later we now see – especially in many parts of Asia – the widespread use of computing technology embedded into our daily lives. Pervasive 2009 focused on the presentation and discussion of novel aspects of architecture, design, - plementation, applicationand evaluation of PervasiveComputing, thus enabling a closer and more frequent use of computing systems. As the ?eld of pervasive computing matures, the Pervasive Conference gains signi?cance worldwide, not only among researchers, but also in industry and general society.


Creating Personal Social and Urban Awareness through Pervasive Computing

Author: Guo, Bin
Publisher: IGI Global
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The recent emergence and prevalence of social network applications, sensor equipped mobile devices, and the availability of large amounts of geo-referenced data have enabled the analysis of new context dimensions that involve individual, social, and urban context. Creating Personal, Social, and Urban Awareness through Pervasive Computing provides an overview of the theories, techniques, and practical applications related to the three dimensions of context awareness. Through the exploration of emerging research trends of pervasive computing, this book is beneficial to professors, students, researchers, and developers interested this latest development in the field of context-awareness and pervasive computing.


Space Time Play

Author: Friedrich von Borries
Publisher: Springer Science & Business Media
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Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?


Alternate Reality Games and the Cusp of Digital Gameplay

Author: Antero Garcia
Publisher: Bloomsbury Publishing USA
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Alternate Reality Games (ARGs) challenge what players understand as “real.” Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.


Ubiquitous Computing and Ambient Intelligence Personalisation and User Adapted Services

Author: Ramón Hervás
Publisher: Springer
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This book constitutes the refereed proceedings of the 8th International Conference on Ubiquitous Computing and Ambient Intelligence, UCAmI 2014, held in Belfast, UK, in December 2014. The 57 papers presented together with 7 papers of the workshop AmIUA 2014, 8 papers of the workshop IoT 2014, 7 papers of the workshop EUSPAI 2014, and 6 papers of the workshop VSS 2014 were carefully reviewed and selected from numerous submissions. The papers are grouped in topical sections on key application domains for ambient intelligence, human interaction in ambient intelligence, ICT instrumentation and middleware support for smart environments and objects, adding intelligence for environment adaption, and security and privacy issues in AAL.


Entertainment Computing ICEC 2004

Author: Matthias Rauterberg
Publisher: Springer Science & Business Media
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The advancement of information and communication technologies (ICT) has enabled broad use of ICT and facilitated the use of ICT in the private and personal domain. ICT-related industries are directing their business targets to home applications. Among these applications, entertainment will differentiate ICT applications in the private and personal market from the of?ce. Comprehensive research and development on ICT - plications for entertainment will be different for the promotion of ICT use in the home and other places for leisure. So far engineering research and development on enterta- ment has never been really established in the academic communities. On the other hand entertainment-related industries such as the video and computer game industries have been growing rapidly in the last 10 years, and today the entertainment computing bu- ness outperforms the turnover of the movie industry. Entertainment robots are drawing theattentionofyoungpeople. TheeventcalledRoboCuphasbeenincreasingthenumber of participants year by year. Entertainment technologies cover a broad range of pr- ucts and services: movies, music, TV (including upcoming interactive TV), VCR, VoD (including music on demand), computer games, game consoles, video arcades, g- bling machines, the Internet (e. g. , chat rooms, board and card games, MUD), intelligent toys, edutainment, simulations, sport, theme parks, virtual reality, and upcoming service robots. The?eldofentertainmentcomputingfocusesonusers’growinguseofentertainment technologies at work, in school and at home, and the impact of this technology on their behavior. Nearly every working and living place has computers, and over two-thirds of childreninindustrializedcountrieshavecomputersintheirhomesaswell.


Handbook of Digital Games

Author: Marios C. Angelides
Publisher: John Wiley & Sons
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This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.


Using Pervasive Games as Learning Tools in Educational Contexts a Systematic Review

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Technology is now a vital part of our society and with such a significant impact on the educational system, information and communication technologies (ICT) cannot be dissociated from the educational process (Ramos and de Andrade, 2016). While the implementation of digital technologies in society and more specifically among young people represents a challenge for teachers, it might also provide the opportunity to improve academic performance. In this context, pervasive games have established a new trend and present a new way for people to interact with each other in a real environment by means of virtual worlds and the elements they bring to the table. Students are therefore able to enjoy a learning process with fun graphics on their mobile devices, as well as stories or other features common to pervasive games. In this paper, we focus our attention on the results of pervasive learning games, results which we had previously obtained from a systematic literature review (Arango-López et al., 2017a), as well as from a review of specific literature to identify different research projects for improving the learning process.