Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games.

Editor

Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA 

 

Academic Co-Chairs

Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA

Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada

Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA


Industry Co-Chairs

Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan

Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany

 

Editorial Board Members

Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia

Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA

Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey

Anthony L. Brooks, Aalborg University, Aalborg, Denmark

Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey

Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland

Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India

Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy

Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK

Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy

Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China

Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA

Chris Joslin, Carleton University, Ottawa, Canada

Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada

Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK

Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy

Tim McGraw, Purdue University, West Lafayette, IN, USA

George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece

Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France

Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy

Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria

Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA

Ruck Thawonmas, Ritsumeikan University, Shiga, Japan

Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia

Rojin Vishkaie, Amazon, Seattle, WA, USA

Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK

Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan


Editorial Board Intern

Sam Romershausen, Vincennes University, Vincennes, IN, USA

Les mer
B-Splines.- Constrained Edges and Delaunay Triangulation.- Delaunay Triangulation.- Modeling and Mesh Processing for Games.- Pencils of Spheres in the Minkowski-Lorentz Spaces.- Planetary Generation in Games.- Poisson-Disk Sampling: Theory and Applications.- Shape Deformation Models.- Sketch-Based Posing for 3D Animation.- Spheres, AABB, and OOBB as Bounding Volume Hierarchies.- The New Age of Procedural Texturing.- UV Map Generation on Triangular Mesh.- 3D Modelling Through Photogrammetry in Cultural Heritage.- 3D Printing, History of.- 3D Visualization Interface for Temporal Analysis of Social Media.- 3D-Rendered Images and Their Application in the Interior Design.- Deep Learning Algorithms for 3D Reconstruction.- Emotion-based Facial Recognition for Mental Health Status.- Tactile Visualization and 3D Printing for Education.- Technologies for the Design Review Process.- Artistic Data Visualization in the Making.- Computer Graphics, Video Games, and Gamification Impacting.- (Re)Habilitation, Healthcare, and Inclusive Well-Being.- Imagineering Ceramic Pottery Using Computer Graphics.- Universal Design, Design for All, Inclusive Design.- 3D Game Asset Generation of Historical Architecture Through Photogrammetry.- 3D Puzzle Games in Extended Reality Environments.- Academic and Video Game Industry “Divide”.- Agile Mentality at Game Development.- Among Us and Its Popularity During COVID-19 Pandemic.- Analog Prototyping for Digital Game Design.- Animal Crossing: New Horizons and Its Popularity During COVID-19 Pandemic.- Animation Strategies for Game Design.- Builder Games.- Challenge-Based Learning in a Serious Global Game.- Comic Arts in Games, Asset Production, and Rendering.- Dark Souls Through the Lens of Essential Experience.- Dead Space Through the Lens of Resonance.- Defining Hands-On Practice as Game-Based Learning.- Defining Hands-on Practice as Game-based Learning: A Probable Concept on Information-based Image Development on Virtual Reality Platform.- Design Framework for Learning to Support Industry 4.0.- Design of Alienation in Video Games.- Domain-specific Choices Affecting Design Effort in Gamification.- Educational Game Abzû and the Lens of Fun Learning.- Effects of Digital Games on Mental Health of Gamers.- Emotion in Games.- Evolution of Video Games to Interactive Cinema.- Fuzzy Logic for Gaming and Entertainment Applications.- Game Behind Online Gaming.- Game Design and Emotions: Analysis Models.
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Comprehensive coverage of the history, technologies, & trends of computer graphics & games Focuses on concepts, principles, & methodologies, with illustrative examples Appropriate for industry professionals and academic communities worldwide
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Produktdetaljer

ISBN
9783031231599
Publisert
2023-12-10
Utgiver
Vendor
Springer International Publishing AG
Høyde
254 mm
Bredde
178 mm
Aldersnivå
Research, P, 06
Språk
Product language
Engelsk
Format
Product format
Innbundet

Redaktør

Biographical note

Newton Lee is the founding president of the 501(c)(3) nonprofit Institute for Education, Research, and Scholarships based in Los Angeles, California, a former Disney and Bell Labs engineer, and a 2021 graduate of the FBI Citizens Academy.

Serving as an FBI Ambassador, Prof. Lee expounds on social media, campus safety, student mental health, cybersecurity, and counterterrorism as portrayed in the highly acclaimed Total Information Awareness book series published by Springer Nature. The Total Information Awareness trilogy has garnered rave reviews from Newsweek, The Daily Beast, ACM Computing Reviews, AdWeek, and Choice Magazine, among others. Veteran Staff Sergeant Andrew Price of the United States Air Force (USAF) remarked, “I am inspired by the prospect of world peace. I’d fully recommend following the author’s steps, reaching beyond our borders, making friends outside our norm, and helping to foster world peace and a better tomorrow.”

Prof. Lee has co-developed over 100 online games at The Walt Disney Company, and 12 bestselling and award-winning interactive titles including The Lion King Animated Storybook and Winnie the Pooh and the Honey Tree that were featured in the Billboard Magazine. He has also executive produced original songs that have played on American Idol and charted on US Billboard, UK Music Week, and US iTunes HOT 100 (Electronic).

He earned a B.S. and M.S. in Computer Science from Virginia Tech as well as an A.S. in Electrical Engineering and an honorary doctorate in Computer Science from Vincennes University. He has been honored with a Michigan Leading Edge Technologies Award, two community development awards from the California Junior Chamber of Commerce, and four volunteer project leadership awards from The Walt Disney Company.