A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games (Record no. 55589)

000 -LEADER
fixed length control field 03886nam a22005175i 4500
001 - CONTROL NUMBER
control field 978-3-319-17632-1
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20200421111841.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 150508s2015 gw | s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9783319176321
-- 978-3-319-17632-1
082 04 - CLASSIFICATION NUMBER
Call Number 005.437
082 04 - CLASSIFICATION NUMBER
Call Number 4.019
100 1# - AUTHOR NAME
Author Nevelsteen, Kim J.L.
245 12 - TITLE STATEMENT
Title A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
300 ## - PHYSICAL DESCRIPTION
Number of Pages XII, 66 p. 3 illus., 2 illus. in color.
490 1# - SERIES STATEMENT
Series statement SpringerBriefs in Computer Science,
505 0# - FORMATTED CONTENTS NOTE
Remark 2 Pervasive Games with Persistent Worlds -- Survey of Pervasive Games and Technologies -- Case Study: Virtual World Engine Staging a Pervasive Game -- Possible Extensions.
520 ## - SUMMARY, ETC.
Summary, etc 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.
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier http://dx.doi.org/10.1007/978-3-319-17632-1
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type eBooks
264 #1 -
-- Cham :
-- Springer International Publishing :
-- Imprint: Springer,
-- 2015.
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-- computer
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-- rdamedia
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-- online resource
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-- text file
-- PDF
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650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer science.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- User interfaces (Computer systems).
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Artificial intelligence.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer graphics.
650 14 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer Science.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- User Interfaces and Human Computer Interaction.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer Imaging, Vision, Pattern Recognition and Graphics.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Artificial Intelligence (incl. Robotics).
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE
-- 2191-5768
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-- ZDB-2-SCS

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