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Encyclopedia of Computer Graphics and Games

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Cover of 'Encyclopedia of Computer Graphics and Games'

Table of Contents

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    Book Overview
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    Chapter 1 Modeling and Mesh Processing for Games
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    Chapter 2 Decoupling Game Tool GUIs from Core Editing Operations
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    Chapter 3 Plug-in-Based Asset Compiler Architecture
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    Chapter 5 Game Development Leadership Tips
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    Chapter 12 Monte-Carlo Tree Search
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    Chapter 13 Detecting and Preventing Online Game Bots in MMORPGs
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    Chapter 14 Game Player Modeling
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    Chapter 15 Constructing Game Agents Through Simulated Evolution
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    Chapter 17 RTS AI Problems and Techniques
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    Chapter 18 StarCraft Bots and Competitions
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    Chapter 19 Skull and Roses Card Game
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    Chapter 20 Computer Go
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    Chapter 22 Contemporary Computer Shogi
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    Chapter 23 Puyo Puyo
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    Chapter 27 Postproduction in Game Cinematics
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    Chapter 29 Game-Based Interventions in Public Health: Exploiting the Engaging Factor of Gameplay
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    Chapter 32 Games and the Magic Circle
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    Chapter 33 Genetic Algorithm (GA)-Based NPC Making
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    Chapter 34 3D Room Layout System Using IEC (Interactive Evaluational Computation)
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    Chapter 35 Emotion-Based 3D CG Character Behaviors
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    Chapter 39 Cloud for Gaming
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    Chapter 40 Interaction with Mobile Augmented Reality Environments
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    Chapter 42 3D Visualization Interface for Temporal Analysis of Social Media
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    Chapter 43 Character Animation Scripting Environment
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    Chapter 44 Virtual World, a Definition Incorporating Distributed Computing and Instances
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    Chapter 46 Gamification in Crowdsourcing Applications
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    Chapter 47 Sketch-Based Posing for 3D Animation
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    Chapter 50 The New Age of Procedural Texturing
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    Chapter 51 Secure Gaming: Cheat-Resistant Protocols and Game History Validation
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    Chapter 53 Cognitive Psychology Applied to User Experience in Video Games
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    Chapter 54 Vector Graphics
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    Chapter 55 Fluid Simulation
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    Chapter 56 Exploring Innovative Technology: 2D Image Based Animation with the iPad
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    Chapter 57 Tactile Visualization and 3D Printing for Education
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    Chapter 58 Abstraction and Stylized Design in 3D Animated Films: Extrapolation of 2D Animation Design
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    Chapter 59 Facial Recognition and Emotion Detection in Environmental Installation and Social Media Applications
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    Chapter 60 Artistic Data Visualization in the Making
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    Chapter 61 Teaching Computer Graphics by Application
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    Chapter 62 Challenges Facing the Arab Animation Cinema
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    Chapter 63 Shadow Shooter: All-Around Game with e-Yumi 3D
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    Chapter 64 Gamification of Modern Society: Digital Media’s Influence on Current Social Practices
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    Chapter 66 Interactive Virtual Reality Navigation Using Cave Automatic Virtual Environment Technology
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    Chapter 68 Accessibility of Virtual Reality for Persons with Disabilities
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    Chapter 69 Crowd Simulation
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    Chapter 70 Animation and Neurocinematics: Visible Language of E-motion-S and Its Magical Science
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    Chapter 72 Physical, Virtual, and Game World Persistence
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    Chapter 72 Physical, Virtual, and Game World Persistence
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    Chapter 73 Pervasive Games
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    Chapter 77 Mobile Cloud Gaming
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    Chapter 78 Augmented Reality in Image-Guided Surgery
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    Chapter 78 Augmented Reality in Image-Guided Surgery
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    Chapter 79 Conceptual Model of Mobile Augmented Reality for Cultural Heritage
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    Chapter 81 Augmented Reality Entertainment: Taking Gaming Out of the Box
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    Chapter 82 Interactive Augmented Reality to Support Education
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    Chapter 84 Multivariate Visualization Using Scatterplots
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    Chapter 88 Augmented Learning Experience for School Education
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    Chapter 90 Gamification and Serious Games
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    Chapter 91 Augmented Reality for Maintenance
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    Chapter 92 Position Based Dynamics
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    Chapter 94 Scalable Techniques to Visualize Spatiotemporal Data
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    Chapter 98 UV Map Generation on Triangular Mesh
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    Chapter 100 Query-by-Gaming
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    Chapter 104 Crowd Evacuation Using Simulation Techniques
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    Chapter 106 Rendering Equation
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    Chapter 106 Rendering Equation
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    Chapter 110 Player-Avatar Link: Interdisciplinary Embodiment Perspectives
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    Chapter 112 Game Design and Emotions: Analysis Models
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    Chapter 115 Challenge-Based Learning in a Serious Global Game
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    Chapter 128 Video Game Storytelling Fundamentals: Setting, Power Status, Tone, Escalation
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    Chapter 129 Game Writer’s Dilemma: Context vs. Story
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    Chapter 130 Immersive Technologies for Medical Education
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    Chapter 132 Integrating Virtual Reality and Augmented Reality into Advertising Campaigns: History, Technology, and Future Trends
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    Chapter 134 Psychological Game Design
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    Chapter 136 Political Game Design
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    Chapter 138 Gamification Ethics
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    Chapter 140 Narrative Design
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    Chapter 142 Semiotics of Computer Games
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    Chapter 143 Post-Digital Graphics in Computer Games
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    Chapter 145 Redesigning Games for New Interfaces and Platforms
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    Chapter 148 Rehabilitation Games
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    Chapter 149 Player Personas and Game Choice
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    Chapter 150 Design of Alienation in Video Games
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    Chapter 154 Narrative in Video Games
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    Chapter 158 Videogame Engagement: Psychological Frameworks
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    Chapter 159 Games and Active Aging
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    Chapter 160 Virtual Reality-Based Daily Scrum Meetings
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    Chapter 164 Mindfulness, Virtual Reality, and Video Games
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    Chapter 166 Virtual Reality Applications in Education
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    Chapter 167 User-Centered Design and Evaluation Methodology for Virtual Environments
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    Chapter 168 Educational Virtual Reality Game Design for Film and Animation
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    Chapter 169 History of Virtual Reality
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    Chapter 171 Collaborative Engineering and Virtual Prototyping Within Virtual Reality
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    Chapter 172 Multi-user Virtual Environments for Education
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    Chapter 174 Foundations of Interaction in the Virtual Reality Medium
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    Chapter 179 Virtual Pointing Metaphor in Virtual Reality
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    Chapter 183 Cellular Automata Methods
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    Chapter 184 Lattice Gas Cellular Automata for Fluid Simulation
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    Chapter 188 Indie Game
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    Chapter 192 Incremental Games
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    Chapter 201 Natural Walking in Virtual Reality
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    Chapter 214 MEEGA+, Systematic Model to Evaluate Educational Games
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    Chapter 219 Gamification
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    Chapter 235 Online Players: Engagement, Immersion, and Absorption Across Secondary Worlds
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    Chapter 239 Area of Interest Management in Massively Multiplayer Online Games
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    Chapter 244 Virtual Reality Therapy
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    Chapter 245 Perceptual Illusions and Distortions in Virtual Reality
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    Chapter 252 Cybersickness
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    Chapter 253 Redirected Walking in Virtual Reality
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    Chapter 264 Virtual Reality Stereo Post-Conversion After Effects Workflow
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    Chapter 265 Virtual Reality Game Engines
Attention for Chapter 159: Games and Active Aging
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