000 03676nam a22005415i 4500
001 978-981-4560-32-0
003 DE-He213
005 20200421112553.0
007 cr nn 008mamaa
008 131107s2014 si | s |||| 0|eng d
020 _a9789814560320
_9978-981-4560-32-0
024 7 _a10.1007/978-981-4560-32-0
_2doi
050 4 _aQ342
072 7 _aUYQ
_2bicssc
072 7 _aCOM004000
_2bisacsh
082 0 4 _a006.3
_223
245 1 0 _aSimulations, Serious Games and Their Applications
_h[electronic resource] /
_cedited by Yiyu Cai, Sui Lin Goei.
264 1 _aSingapore :
_bSpringer Singapore :
_bImprint: Springer,
_c2014.
300 _aX, 258 p. 160 illus., 136 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aGaming Media and Social Effects,
_x2197-9685
505 0 _aCollision Detection using Axis Aligned Bounding Boxes -- Navier-Stokes Equation based Ink Diffusion Simulation in Chinese Calligraphy -- Human Body Adaptation and Cloth Prepositioning for Kinect based Virtual Try-on -- Integrating EEG modality in serious games for rehabilitation of mental patients -- Multi-link-ahead Conflicts Prediction In Dynamic Seaport Environments -- Long Vehicle Turning -- Reliable and Fast Conservative Advancement for Physically Realistic Rigid Body Simulation -- The Use of Virtual Worlds and Serious Gaming in Education -- Serious Games for e-Health Care Services -- GF Engine - A Versatile Platform for Game Design and Development -- Virtual CNC Training -- Updated GameTools: Libraries for Easier Advanced Graphics in Serious Gaming -- Pink Dolphins - A Serious Simulation Game.
520 _aThis book presents the state of the art technology in Serious Games which is driven extensive by applications and research in simulation. The topics in this book include: (1) Fashion simulation; (2) Chinese calligraphy ink diffusion simulation; (3) Rehabilitation (4) Long vehicle turning simulation; (5) Marine traffic conflict control; (6) CNC simulation; (7) Special needs education. The book also addresses the fundamental issues in Simulation and Serious Games such as rapid collision detection, game engines or game development platforms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games and Simulation. The major part of this book comprises of papers presented at the 2012 Asia-Europe Workshop on Serious Games and Simulation held in Nanyang Technological University, Singapore (May 9, 2012).  All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.
650 0 _aEngineering.
650 0 _aUser interfaces (Computer systems).
650 0 _aComputer science
_xMathematics.
650 0 _aComputer mathematics.
650 0 _aEducational technology.
650 0 _aComputational intelligence.
650 1 4 _aEngineering.
650 2 4 _aComputational Intelligence.
650 2 4 _aUser Interfaces and Human Computer Interaction.
650 2 4 _aMathematical Applications in Computer Science.
650 2 4 _aEducational Technology.
700 1 _aCai, Yiyu.
_eeditor.
700 1 _aGoei, Sui Lin.
_eeditor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9789814560313
830 0 _aGaming Media and Social Effects,
_x2197-9685
856 4 0 _uhttp://dx.doi.org/10.1007/978-981-4560-32-0
912 _aZDB-2-ENG
942 _cEBK
999 _c58990
_d58990