TY - BOOK TI - Computer games technology SN - 9781774691762 AV - QA 76.76 C672 .C728 2022 PY - 2022///] CY - Burlington, Canada PB - Arcler Press KW - Game Development KW - Game Programming KW - Graphics in Computer Games N1 - Table of Contents -- Chapter 1. SIDH: A Game-Based Architecture for a Training Simulator -- Chapter 2: An Application of a Game Development Framework in Higher Education Education -- Chapter 3: Experimental Learning in Vehicle Dynamics Education via Motion Simulation and Interactive Gaming -- Chapter 4: Development of a Driving Simulator with Analyzing Driver's Characteristics Based on a Virtual Reality Head Mounted Display -- Chapter 5: Fast and Reliable Mouse Picking Using graphics -- Chapter 6: Ballooning Graphics Memory Space in full GPU Visualization Environment -- Chapter 7: Platform for Distribution 3D Gaming -- Chapter 8: Player Profile Management on NFC Smart card for Multiplayer Ubiquitous Games --Chapter 9: real-time Large Crowd rendering with Efficient Character and Instance management on CPU -- Chapter 10: Gamer's facial Cloning for Online Interactive Games -- Chapter 11; A quantitative of Cognitive Learning Process by Computer Graphics games towards More Efficient Learning Models -- Chapter 12; Real-time Animation of Trees Based on BBSC in Computer Games -- Chapter 13: Knowledge Encoding in Game Mechanics Transfer-Oriented Know;edge Learning in Desktop-3D and VR -- Chapter 14: Hall of Heroes; A Digital Game for Social Skills Training with Young Adolescents -- Chapter 15: Kinect-Based ExergamesTailored to ParkinsonPatients -- Chapter 16: Developmentof a Gesture-Basedgame Applying Participatory Design to Reflect Values of Manual Wheelchair Users -- Chapter 17: Using the Revised bloomTaxonomy to Analyze Psychotherapeutic games -- Index ER -