With advanced HD graphics, motion controls, and 3-D images, video games have come a long way since their earliest days. While these games are fun to play, making them is no simple process. Readers will see how large teams of specialized workers come together to design, plan, and program today's cutting edge video games.
Electronic, video and computer games have captured the interest of younger generation during the past years and have become the primary source of relaxation and fun for many. The public demand for choices in computer games has increased and there is a need to automate the process of game development. In this book we introduce a methodology for automated generation of entertaining games. The genres we address are board based games and video games. We use evolutionary algorithms to generate new and entertaining games using our proposed entertainment metrics as the fitness function.
"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." -Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human-computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human-computer interaction between the player and the game.
Most biometric systems employed for human recognition require physical contact with, or close proximity to, a cooperative subject. Far more challenging is the ability to reliably recognize individuals at a distance, when viewed from an arbitrary angle under real-world environmental conditions. Gait and face data are the two biometrics that can be most easily captured from a distance using a video camera.
This comprehensive and logically organized text/reference addresses the fundamental problems associated with gait and face-based human recognition, from color and infrared video data that are acquired from a distance. It examines both model-free and model-based approaches to gait-based human recognition, including newly developed techniques where the both the model and the data (obtained from multiple cameras) are in 3D. In addition, the work considers new video-based techniques for face profile recognition, and for the super-resolution of facial imagery obtained at different angles. Finally, the book investigates integrated systems that detect and fuse both gait and face biometrics from video data.
Topics and features: discusses a framework for human gait analysis based on Gait Energy Image, a spatio-temporal gait representation; evaluates the discriminating power of model-based gait features using Bayesian statistical analysis; examines methods for human recognition using 3D gait biometrics, and for moving-human detection using both color and thermal image sequences; describes approaches for the integration face profile and gait biometrics, and for super-resolution of frontal and side-view face images; introduces an objective non-reference quality evaluation algorithm for super-resolved images; presents performance comparisons between different biometrics and different fusion methods for integrating gait and super-resolved face from video.
This unique and authoritative text is an invaluable resource for researchers and graduate students of computer vision, pattern recognition and biometrics. The book will also be of great interest to professional engineers of biometric systems.
Boys and girls ages 4-6 will love learning to read with this Step 1 Step into Reading book based on Disney/Pixar's Monsters University-releasing on DVD and Blu-ray in November 2013.
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