"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.
Videogames are the pre-eminent commercial entertainment product of the 21st century, with sales eclipsing film and music revenue. With cross-over into artistic, educational and political spheres assured with their move from desktops and consoles to mobile devices and social media, research into videogames has never been greater, but exploration of their historic drivers is as elided as the technology is influential, giving rise to a range of questions including: What were the social and economic conditions that gave rise to a billion dollar industry? What were the motivations of the early 'bedroom coders'? How important were the 'format wars' of the 80s to the internationally pitched console wars of the 90s, 2000s and beyond? What are the legacies of the seminal videogames of the 1980s and how do they inform the current social, political and cultural landscape?. .With a focus on the characteristics of the UK videogame industry in the 1980s, Wade explores these questions from perspectives of consumption, production and leisure, outlining the construction of a habitus unique to this time. He also uses the US and European markets as a continuing point of comparison. Through interviews with developers, gamers and journalists examining the phenomena of bedroom coding, arcade gaming and format wars, mapped onto enquiry into the seminal genres of the time including driving, shooting and maze chase, Playback: A Genealogy of 1980s British Videogames examines how 1980s Britain has become the culture of work in the 21st century and considers its meaning to contemporary society. This crucial and timely work fills a lacuna for students and researchers of sociology, media/games studies and will be of interest to employees of the videogames and media industries.
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.
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.
"A guide to English-language books, selected foreign-language books, and periodical articles, serials, and associations devoted to each of the title games. . . . Libraries specializing in popular culture will want this." Choice
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