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Contemporary Topics in Computer Graphics and Games

Selected Papers from the Eurasia Graphics Conference Series

by Veysi İşler (Volume editor) Haşmet Gürçay (Volume editor) Hasan Kemal Süher (Volume editor) Güven Çatak (Volume editor)
©2020 Edited Collection 414 Pages

Summary

This book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings. Bringing selected papers from the Eurasia Graphics conference series together, the book aims to discuss issues, solutions, challenges, and needs for a better understanding of computer graphics and games.
The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction and various computer simulations. The Computer Graphics section deals with 3D modelling, procedural content generation, visualization, and interaction techniques.

Table Of Contents

  • Cover
  • Title Page
  • Copyright Page
  • Preface
  • About the editors
  • About the book
  • Citability of the eBook
  • Table of Contents
  • Abbreviations
  • Games and Simulation
  • 1. Controllers in VR Game User Experience: Perceived User Performance on a VR Puzzle Game
  • 2. A Taxonomy and Terminology Study on Embedded Narrative: A Case Study of Bloodborne
  • 3. Design by Play: Utilizing Sims 4 in Preliminary Architectural Design
  • 4. Exploratory Research on the Gamification of Exercise for Fibromyalgia Using Virtual Reality
  • 5. Deconstructing Game Stories with Propp’s Morphology
  • 6. Methodological Review of Playability Heuristics
  • 7. Explorations in Game Experience: A Case Study of ‘Horizon Zero Dawn’
  • 8. Hybrid Narrative Generation with Deferred Planning
  • 9. Cloth Tearing Simulation
  • 10. A Dynamic Exit Choice Method for Real-Time
  • 11. Keep Brushing! Developing Healthy Oral Hygiene Habits in Young Children with an Interactive Toothbrush
  • 12. Enhancing Gamepad Fps Controls with Tilt-Driven Sensitivity Adjustment
  • Computer Graphics
  • 13. Experimental Analysis of Qem Based Mesh Simplification Techniques
  • 14. Procedural City Generation Using Cellular Automata
  • 15. Object Selection with New Generation Kinect Camera in 3D Environment
  • 16. 3D Fountain Modeling From Single Image
  • 17. Real-Time Distant Light Filtering Using Gaussian Mixture Model
  • 18. An Efficient Plugin for Representing Heterogeneous Translucent Materials
  • 19. Fast Data Parallel Radix Sort Implementation in Directx 11 Compute Shader to Accelerate Ray Tracing Algorithms
  • 20. Bottlenecks in Distributed Real-Time Visualization of Huge Data on Heterogeneous Systems
  • 21. Transfer Function Refinement for Exploring Volume Data
  • 22. Simple Vertical Human Climbing Control with End Effector State Machines
  • 23. Interacting with Boids in an Incompressible Fluid Environment

cover

Bibliographic Information published by the Deutsche Nationalbibliothek

The Deutsche Nationalbibliothek lists this publication in the Deutsche Nationalbibliografie; detailed bibliographic data is available online at http://dnb.d-nb.de.

Library of Congress Cataloging-in-Publication Data

A CIP catalog record for this book has been applied for at the Library of Congress.

This publication is funded by Bahçeşehir University.

Printed by CPI books GmbH, Leck

ISBN 978-3-631-80212-0 (Print)

E-ISBN 978-3-631-80522-0 (E-PDF)

E-ISBN 978-3-631-80523-7 (EPUB)

E-ISBN 978-3-631-80524-4 (MOBI)

DOI 10.3726/b16279

© Peter Lang GmbH

Internationaler Verlag der Wissenschaften

Berlin 2020

All rights reserved.

Peter Lang – Berlin ∙ Bern ∙ Bruxelles ∙ New York ∙ Oxford ∙ Warszawa ∙ Wien

All parts of this publication are protected by copyright. Any utilisation outside the strict limits of the copyright law, without the permission of the publisher, is forbidden and liable to prosecution. This applies in particular to reproductions, translations, microfilming, and storage and processing in electronic retrieval systems.

This publication has been peer reviewed.

www.peterlang.com

Preface

This book includes peer-reviewed papers from EURASIA GRAPHICS conferences organized in years 2014, 2017 and 2018. EURASIA GRAPHICS Conference is a platform that brings together researchers, practitioners, students, and the industry to share the latest developments and research in the field of Computer Graphics, Animation and Gaming. Eurasia Graphics plays an active role in providing an environment where the results of the novel researches and experiences can be shared.

EURASIA GRAPHICS 2014, 2017 and 2018 conferences were held at Hacettepe University in Ankara, at Bahçeşehir University in İstanbul and at Hasan Kalyoncu University in Gaziantep, respectively. In those conferences, there were submissions from more than 10 different countries including Mexico, Germany, Ireland, USA, Brazil, UK, Iran, Azerbaycan and Pakistan.

The interdisciplinary character of the conference allowed people to present a wide range of approaches that helped stimulate intellectual discussions and the exchange of new ideas.

The goal of the editors of this book is to present interdisciplinary approach to computer graphics, animation, gaming and VR/AR/MR presented at these conferences. A total of 23 peer-reviewed full papers from various areas have been selected for this book.

The editors would like to thank the authors for their contributions to this book. We appreciate the organizers of EURASIA GRAPHICS in 2014, 2017 and 2018 from which we selected the articles. We also express our deep gratitude to Assoc. Prof. Dr. Barbaros Bostan and Dr. Güven Çatak from Bahcesehir University Game (BUG) Lab for their efforts in the process of publishing this book.

Details

Pages
414
Publication Year
2020
ISBN (Softcover)
9783631802120
ISBN (PDF)
9783631805220
ISBN (ePUB)
9783631805237
ISBN (MOBI)
9783631805244
DOI
10.3726/b16279
Language
English
Publication date
2019 (December)
Keywords
computer graphics simulation animation visualization computer games
Published
Berlin, Bern, Bruxelles, New York, Oxford, Warszawa, Wien, 2020. 414 pp., 148 fig. b/w, 36 tables.
Product Safety
Peter Lang Group AG

Biographical notes

Veysi İşler (Volume editor) Haşmet Gürçay (Volume editor) Hasan Kemal Süher (Volume editor) Güven Çatak (Volume editor)

Veysi İşler has been a tenured professor at the Department of Computer Engineering of Hasan Kalyoncu University, Turkey. His expertise covers a wide range of areas related to virtual worlds in computer systems. Haşmet Gürçay is professor at the Mathematics Department at the Hacettepe University, Turkey. His research interests include computer animation, visualization, computational geometry, and gaming. Hasan Kemal Süher was associate professor in the Advertising Department of Bahçeşehir University, Turkey. He has been the dean of the Communication Faculty and the head of the department of Advertising in Bahçeşehir University. Güven Çatak is an assistant professor of Game Design at the Communication Design Department of Bahçeşehir University, Turkey. His research areas are mainly gamification, game-based learning, game art, and design.

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Title: Contemporary Topics in Computer Graphics and Games