An Original Computer Game Incorporating Optical Illusions

An Original Computer Game Incorporating Optical Illusions
Author: Jacob Butterfield
Publisher:
Total Pages:
Release: 2016
Genre:
ISBN:


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Computer games have a diverse range of genres and implementations. Many of the most popular computer games consist of time-killing puzzles targeted at mobile devices. Each game has a well-defined challenge that a user must solve in order to progress. The goal of this project is to investigate and implement a new obstacle for use in computer games, namely optical illusions. One illusion in particular, the Fraser spiral, was especially considered. Before this project, no other computer game integrating this optical illusion has been attempted. Included in this report is an overview of the design, implementation and testing involved in creating this game. A gameplay method is introduced that effectively makes use of the Fraser spiral illusion. Tests were conducted in order to investigate the impact of the illusion on user performance. The results of these tests demonstrate the plausibility of using optical illusions to increase gameplay difficulty.

Handbook of Computer Game Studies

Handbook of Computer Game Studies
Author: Joost Raessens
Publisher: MIT Press
Total Pages: 471
Release: 2011-08-19
Genre: Computers
ISBN: 0262516586


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A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.

The Art of Computer Game Design

The Art of Computer Game Design
Author: Linda L Crawford
Publisher: McGraw-Hill/Glencoe
Total Pages: 120
Release: 1984-01-01
Genre: Computers
ISBN: 9780078811173


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Discusses the elements of games, surveys the various types of computer games, and describes the steps in the process of computer game development

Evolving Psychological and Educational Perspectives on Cyber Behavior

Evolving Psychological and Educational Perspectives on Cyber Behavior
Author: Zheng, Robert
Publisher: IGI Global
Total Pages: 338
Release: 2012-07-31
Genre: Computers
ISBN: 1466618590


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"This book identifies learners' online behavior based on the theories in human psychology, defines online education phenomena as explained by the social and cognitive learning theories and principles, and interprets the complexity of cyber learning"--Provided by publisher.

The Psychology Behind Design

The Psychology Behind Design
Author: Jeongmin Lee
Publisher: Springer Nature
Total Pages: 261
Release:
Genre:
ISBN: 9819734266


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The Video Game Explosion

The Video Game Explosion
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
Total Pages: 401
Release: 2007-11-30
Genre: Social Science
ISBN: 031308243X


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The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media.

Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes]
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
Total Pages: 1173
Release: 2021-05-24
Genre: Games & Activities
ISBN:


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Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Modern Mathematics for the Engineer: First Series

Modern Mathematics for the Engineer: First Series
Author: Edwin F. Beckenbach
Publisher: Courier Corporation
Total Pages: 545
Release: 2013-01-01
Genre: Technology & Engineering
ISBN: 0486497461


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This volume and its successor were conceived to advance the level of mathematical sophistication in the engineering community, focusing on material relevant to solving the kinds of problems regularly confronted. Volume One's three-part treatment covers mathematical models, probabilistic problems, and computational considerations. Contributors include Solomon Lefschetz, Richard Courant, and Norbert Wiener. 1956 edition.

A First Course in Topology

A First Course in Topology
Author: Robert A Conover
Publisher: Courier Corporation
Total Pages: 276
Release: 2014-05-21
Genre: Mathematics
ISBN: 0486780015


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Students must prove all of the theorems in this undergraduate-level text, which features extensive outlines to assist in study and comprehension. Thorough and well-written, the treatment provides sufficient material for a one-year undergraduate course. The logical presentation anticipates students' questions, and complete definitions and expositions of topics relate new concepts to previously discussed subjects. Most of the material focuses on point-set topology with the exception of the last chapter. Topics include sets and functions, infinite sets and transfinite numbers, topological spaces and basic concepts, product spaces, connectivity, and compactness. Additional subjects include separation axioms, complete spaces, and homotopy and the fundamental group. Numerous hints and figures illuminate the text. Dover (2014) republication of the edition originally published by The Williams & Wilkins Company, Baltimore, 1975. See every Dover book in print at www.doverpublications.com

Two-Person Game Theory

Two-Person Game Theory
Author: Anatol Rapoport
Publisher: Courier Corporation
Total Pages: 241
Release: 2013-01-01
Genre: Mathematics
ISBN: 0486281094


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Clear, accessible treatment of mathematical models for resolving conflicts in politics, economics, war, business, and social relationships. Topics include strategy, game tree and game matrix, and much more. Minimal math background required. 1970 edition.