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9781118009239: The Guide to Computer Simulations and Games

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The first computer simulation book for anyone designing or building a game

Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you build or use all without having to earn another degree. Organized into three parts, this informative book first defines computer simulations and describes how they are different from live-action and paper-based simulations.

The second section builds upon the previous, with coverage of the technical details of simulations, a detailed description of how models are built, and an explanation of how those models are translated into simulations. Finally, the last section develops four examples that walk you through the process from model to finished and functional simulation, all of which are created using freely available software and all of which can be downloaded.

  • Targets anyone interested in learning about the inner workings of a simulation or game, but may not necessarily be a programmer or scientist
  • Offers technical details on what simulations are and how they are built without overwhelming you with intricate jargon
  • Breaks down simulation vs. modeling and traditional vs. computer simulations
  • Examines verification and validation and discusses simulation tools Whether you need to learn how simulations work or it's something you've always been curious about but couldn't find the right resource, look no further. The

Guide to Computer Simulations and Games is the ideal book for getting a solid understanding of this fascinating subject.

Le informazioni nella sezione "Riassunto" possono far riferimento a edizioni diverse di questo titolo.

L'autore

Katrin Becker, PhD, is an adjunct professor at Simon Fraser University in British Columbia. She designed one of the first digital game-based learning courses and has won awards for commercial game design.

J. R. Parker, PhD, is a professor at the University of Calgary and a multimedia and game expert. He authored Algorithms for Image Processing and Computer Vision, also published by Wiley.

Dalla quarta di copertina

What's in a game? Often, a learning tool

What do simulations and games have in common? Surprisingly, just about everything. The methods used to create both are much the same; the underlying technology is identical.

But games are fun. That makes them an excellent learning tool. If you're a professional trainer, educator, development team leader, or corporate decision-maker, this book will help you understand and use games and simulations to educate and explain. Filled with examples, it shows you how to create and maintain different types of simulations using computerized techniques—without becoming a programmer.

  • Make more effective use of games and simulations

  • Better evaluate existing simulations and games for educational use

  • Understand how games work and how they are built

  • Become familiar with the terminology and concepts of game development

  • Learn to analyze and use the information produced by a game in a learning situation

  • Design and build better simulations and games

Le informazioni nella sezione "Su questo libro" possono far riferimento a edizioni diverse di questo titolo.

  • EditoreJohn Wiley & Sons Inc
  • Data di pubblicazione2011
  • ISBN 10 1118009231
  • ISBN 13 9781118009239
  • RilegaturaCopertina flessibile
  • LinguaInglese
  • Numero di pagine446
  • RedattoreMcNulty Kevin

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Becker, K.; Parker, J. R.
Editore: John Wiley & Sons, 2011
ISBN 10: 1118009231 ISBN 13: 9781118009239
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Paperback. Condizione: Good. No Jacket. Pages can have notes/highlighting. Spine may show signs of wear. ~ ThriftBooks: Read More, Spend Less 1.8. Codice articolo G1118009231I3N00

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