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ویرایش: 1
نویسندگان: Kendra M. L. Cooper (editor)
سری:
ISBN (شابک) : 1138503789, 9781138503786
ناشر: Chapman and Hall/CRC
سال نشر: 2021
تعداد صفحات: 313
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 27 مگابایت
در صورت تبدیل فایل کتاب Software Engineering Perspectives in Computer Game Development به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب دیدگاه های مهندسی نرم افزار در توسعه بازی های رایانه ای نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
این کتاب ویرایش شده با مشارکت کارشناسان برجسته در مهندسی نرم افزار، مقدمه ای جامع برای توسعه نرم افزار بازی های رایانه ای ارائه می دهد. این یک زمینه پیچیده و بین رشتهای است که بر مشارکتهای رشتههای مختلف از جمله هنر و علوم انسانی، علوم رفتاری، تجارت، مهندسی، علوم فیزیکی، ریاضیات و غیره متکی است. این کتاب بر تحقیقات در حال ظهور در تقاطع بازی و نرمافزار تمرکز دارد. جوامع مهندسی تاریخچه مختصری از توسعه بازی ارائه شده است که تغییر از توسعه بازیهای کمیاب در محیطهای تحقیقاتی مجزا در دهه 1950 به حضور همهجای آنها در فرهنگ عامه امروزی را در نظر میگیرد. خلاصه ای از آخرین نتایج تحقیقات همتا در توسعه بازی های رایانه ای که در سطوح مختلف بلوغ (کارگاه ها، کنفرانس ها و مجلات) گزارش شده است، ارائه شده است. فصلهای اصلی کتاب به اشتراکگذاری تحقیقات در حال ظهور در تقاطع توسعه بازی و مهندسی نرمافزار اختصاص دارد. علاوه بر این، فرصت های تحقیقاتی آینده در مورد روش های جدید مهندسی نرم افزار برای بازی ها و بازی های آموزشی جدی برای آموزش مهندسی نرم افزار برجسته می شود. این کتاب به عنوان مرجعی ایدهآل برای مهندسین نرمافزار، توسعهدهندگان، مربیان و محققان، موضوعات توسعه بازی را از دیدگاه مهندسی نرمافزار و آموزش بررسی میکند.
ویژگیهای کلیدی:
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Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives.
Key Features:
Cover Half Title Title Page Copyright Page Table of Contents Preface Editor Contributors Chapter 1: Introduction to Software Engineering Perspectives in Computer Game Development 1.1 The Interdisciplinary Nature of Computer Games 1.2 A Brief History of Computer Games 1.2.1 Early Research Environment Games 1.2.2 Games in the Popular Culture 1.2.2.1 Home Console Games 1.2.2.2 Arcade Video Games 1.2.2.3 Personal Computer Games 1.2.2.4 Portable Console Games 1.2.2.5 Mobile Phone Games 1.2.2.6 Virtual and Augmented Reality Games 1.2.2.6.1 Virtual Reality Games 1.2.2.6.2 Augmented Reality Games 1.2.2.7 Multiplatform Streaming Games 1.3 Recent Advances in Games and Software Engineering Research 1.4 The Chapter Collection 1.4.1 Games and Software Engineering Education 1.4.2 Software Engineering Game Design 1.5 Summary References Section I Emerging Research on Serious Games for Software Engineering Education Chapter 2: Case Studies and Practices in Local Game Jam Software Development Organization: A Software Engineering Perspective 2.1 Introduction 2.2 Organizational Forms for Local Game Jams and Related Game Creation Events 2.2.1 Other Variations 2.3 Local Game Jam and Game Production Field Studies 2.3.1 Intramural Game Jams at UCI VDGC 2.3.2 VGDC Intramural Serious Game Jams 2.3.3 Game Development Showcase 2.3.4 Capstone Game Development Project Course 2.3.5 International Game Development Workshop for Global Game Software Engineering Education 2.4 Observations, Lessons Learned and Learnable Lessons for Game Jam Organizational Forms 2.5 Conclusions Acknowledgments References Chapter 3: Developing Essential Software Engineering Competencies Supported by Digital Game-Based Learning 3.1 Introduction 3.1.1 Research Objectives 3.1.2 Research Design 3.1.3 Outline 3.2 Kernel and Language for Software Engineering Methods (Essence) 3.2.1 The Essence Kernel 3.2.2 Alphas, Alpha States, and Their Checklists 3.2.3 Activity Spaces—The Things to Do 3.2.4 Utilizing Essence to Drive an SE Endeavor 3.2.5 Essence and Traditional Methods and Improvement Frameworks 3.2.6 Conclusions 3.3 Exploring the Field of Game-Based Learning in SE Methods Education 3.3.1 Review Design 3.3.2 Results and Conclusions 3.4 Developing Games and Tools Within Context and Under Constraints 3.4.1 Essence Kernel Puzzler 3.4.2 Essence Kernel Navigator 3.4.3 Essence Simulation Game 3.4.4 Focusing on the Essentials and Supporting Knowledge Transfer 3.4.5 Facilitating Interaction and Discussion in the Real World 3.4.6 Supporting the Acquisition of New Knowledge 3.4.7 Gameplay 3.4.8 Teamwork—Collaboration and Competition 3.4.9 Rewarding Good SE Practice at Scoring and Ranking 3.4.10 No Levels and Game Badges 3.5 Evaluating Study 3.5.1 Study Design 3.5.2 Characteristics of Participating Groups 3.5.3 The Procedure of Group 1 3.5.4 The Procedure of Group 2 3.5.5 Why is There No Comparative Experiment? 3.5.6 Why Are There No Pre-Test/Post-Tests? 3.5.7 Questionnaire Design and Statistical Hypotheses Testing 3.6 Results 3.6.1 In-Game Measurements of the Essence Kernel Puzzler 3.6.2 In-Game Measurements of the Simulation Game 3.6.3 Questionnaire Results 3.6.4 Course Project Work 3.7 Discussion and Conclusions 3.8 Future Work and Research Directions Acknowledgments Notes References Chapter 4: Building Casual Games and APIs for Teaching Introductory Programming Concepts 4.1 Introduction 4.2 Games and CS1/2 Classes 4.3 API Design Guidelines 4.4 The Development Processes 4.4.1 The Two Games 4.4.2 The Teams 4.4.3 Game Development Process 4.4.4 API Definition and Refinement Process 4.5 Results 4.5.1 The Space Smasher API 4.5.2 The Corrupted API 4.5.3 Discussions 4.6 Conclusion Acknowledgments Notes References Chapter 5: Evolution of a Model for the Evaluation of Games for Software Engineering Education 5.1 Introduction 5.2 Research Method 5.2.1 Step 1. Design of the MEEGA+ Model 5.2.2 Step 2. Evaluation of the MEEGA+ Model 5.3 Related Studies 5.4 The Meega+ Model 5.4.1 Definition of the Research Design 5.4.2 Definition of the MEEGA+ Measurement Instrument 5.4.3 Response Format 5.5 Evaluation of the MEEGA+ Model 5.5.1 Definition 5.5.2 Execution 5.5.3 Analysis 5.5.3.2 Construct Validity 5.6 Discussion 5.6.1 Threats to Validity 5.7 Conclusions Acknowledgments Note References Section II Emerging Research on Software Engineering Methods for Game Development Chapter 6: Applied Game Design Didactics 6.1 Introduction 6.2 Game Design Education 6.2.1 Educating Game Designers 6.2.2 Educating Applied Game Designers 6.3 Toward a Syllabus 6.4 The Vitruvius Perspective 6.5 Classifications for Applied Games 6.6 Applied Game Design Scope Model 6.7 Epistemic Cards 6.8 The Applied Game Jam Format 6.9 Conclusions Acknowledgments Note References Chapter 7: Learning with the Body: A Design Framework for Embodied Learning Games and Simulations 7.1 Introduction 7.2 The Embodiment Problem 7.2.1 A Human–Computer Interaction Perspective of Embodiment 7.2.2 A Cognitive Linguistics Perspective of Embodiment 7.2.3 A Cognitive Science Perspective of Embodiment 7.2.4 An Artificial Intelligence and Robotics Perspective of Embodiment 7.3 Embodiment in a Design Framework for Games and Simulations 7.4 Background and Related Work 7.4.1 Design Frameworks 7.4.2 Embodied Learning Taxonomies and Frameworks 7.5 Toward a Design Framework for Embodied Learning Games and Simulations 7.5.1 Surveying Existing Embodied Educational Games and Simulations 7.5.2 Creating the Design Framework 7.5.3 Design Space Dimensions of the Framework 7.5.3.1 Physicality 7.5.3.2 Transforms 7.5.3.3 Mapping 7.5.3.4 Correspondence 7.5.3.5 Mode of Play 7.5.3.6 Coordination 7.5.3.7 Environment 7.6 Applying the Design Framework 7.6.1 Direct Embodied Physicality Categories 7.6.1.1 Full-Body Congruency 7.6.1.2 Finger-Based Congruency 7.6.2 Enacted Physicality Categories 7.6.2.1 Whole-Body Position 7.6.2.2 Embedded Phenomena 7.6.3 Manipulated Physicality Categories 7.6.3.1 Tangible Blocks 7.6.3.2 Tangible Tabletops 7.6.3.3 Tangible Objects 7.6.4 Surrogate Physicality Categories 7.6.4.1 Tangible Spaces 7.6.5 Augmented Physicality Categories 7.6.5.1 “Touchless” Motion-Based 7.7 Conclusion References Chapter 8: Using Ideation Cards for Designing Mixed Reality Games 8.1 The Challenge: Designing Mixed Reality Games 8.2 Ideation Cards as Design Tools 8.2.1 VNA Cards 8.2.2 PLEX Cards 8.2.3 Deck of Lenses 8.2.4 Tangible Interaction Framework Cards 8.2.5 Exertion Cards 8.2.6 Sound Design in Games Deck 8.3 Mixed Reality Game Cards 8.3.1 Card Creation 8.3.2 Rules for Ideation Sessions 8.3.2.1 Easy Mode 8.3.2.2 Hard Mode 8.3.2.3 Phase 1: Exploring 8.3.2.4 Phase 2: Refining 8.3.2.5 Phase 3: Grounding 8.3.2.6 Phase 4: Finalizing 8.4 Design Sessions 8.4.1 Example Session: Idea Generation 8.4.2 Example Session: Idea Development 8.4.2.1 Phase 1: Exploring with Opportunity Cards 8.4.2.2 Phase 2: Refining with Question Cards 8.4.2.3 Phase 3: Grounding with Challenge Cards 8.4.2.4 Phase 4: Finalizing 8.4.2.5 Outcome: DETECT 8.5 Using Ideation Cards 8.5.1 Random Draw and Restricting Choice 8.5.2 Theme Cards 8.5.3 Opportunity Cards 8.5.3.1 Inspiration 8.5.3.2 Discussions 8.5.3.3 Restraint 8.5.4 Question Cards 8.5.4.1 Detailing the Idea 8.5.4.2 Streamlining the Idea 8.5.4.3 Focusing on the Task 8.5.4.4 Timing 8.5.5 Challenge Cards 8.5.5.1 Grounding Ideas 8.5.5.2 Reminders 8.5.5.3 No Solutions 8.6 Conclusions Acknowledgments References Chapter 9: From Role-Playing Game to Exergame: A Modification for The Elder Scrolls V: Skyrim 9.1 Introduction 9.2 Exergames 9.3 Converting Skyrim into an Exergame 9.3.1 Overview 9.3.2 Skyrim and Exercise.com 9.3.3 Proposed Exergame Model 9.3.4 Architecture 9.3.5 Creation Kit Mod Implementation 9.3.5.1 Quest Stages 9.3.5.2 On Load Game Level Ups 9.3.5.3 Level Stack 9.3.5.4 Level Ups 9.3.6 Game Design 9.3.6.1 Points System 9.3.6.2 Experience System 9.4 Lessons Learned and Future Work 9.4.1 The Bigger Picture 9.4.2 Updates and Public Release 9.5 Conclusion References Chapter 10: Survey on Software Architecture, Creativity, and Game Technology 10.1 Introduction 10.2 Related Work 10.3 Research Goal, Questions, and Methods 10.4 Results from Questionnaire 10.4.1 Design of Software Architecture (RQ1) 10.4.2 Changes to the Software Architecture (RQ2) 10.4.3 Supporting the Creative Processes (RQ3) 10.4.4 Changes over Time (RQ4) 10.5 Results from Follow-Up Survey 10.5.1 Game Engines and Middleware 10.5.2 Software Architecture and Creative Team 10.5.3 Implementing Changes 10.6 Threats to Validity 10.7 Conclusions Acknowledgments References Chapter 11: Games and Software Engineering Topics: Recent Results and Future Research Opportunities 11.1 Synopsis of Chapters 11.1.1 Serious Games for Software Engineering Education 11.1.2 Software Engineering for Games 11.2 Recent Results and Future Opportunities 11.2.1 Serious Games for Software Engineering Education 11.2.2 Software Engineering for Games 11.3 Conclusions References Index A B C D E F G H I J K L M N O P R S T U V W Z