000 03886nam a22005175i 4500
001 978-3-319-17632-1
003 DE-He213
005 20200421111841.0
007 cr nn 008mamaa
008 150508s2015 gw | s |||| 0|eng d
020 _a9783319176321
_9978-3-319-17632-1
024 7 _a10.1007/978-3-319-17632-1
_2doi
050 4 _aQA76.9.U83
050 4 _aQA76.9.H85
072 7 _aUYZG
_2bicssc
072 7 _aCOM070000
_2bisacsh
082 0 4 _a005.437
_223
082 0 4 _a4.019
_223
100 1 _aNevelsteen, Kim J.L.
_eauthor.
245 1 2 _aA Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
_h[electronic resource] /
_cby Kim J.L. Nevelsteen.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2015.
300 _aXII, 66 p. 3 illus., 2 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aSpringerBriefs in Computer Science,
_x2191-5768
505 0 _aPervasive Games with Persistent Worlds -- Survey of Pervasive Games and Technologies -- Case Study: Virtual World Engine Staging a Pervasive Game -- Possible Extensions.
520 _aThis book scrutinizes pervasive games from a technological perspective, focusing on the sub-domain of games that satisfy the criteria that they make use of virtual game elements. In the computer game industry, the use of a game engine to build games is common, but current game engines do not support pervasive games. Since the computer game industry is already rich with game engines, this book investigates: (i) if a game engine can be repurposed to stage pervasive games; (ii) if features describing a would-be pervasive game engine can be identified; (iii) using those features, if an architecture be found in the same 'product line' as an existing engine and that can be extended to stage pervasive games (iv) and, finally, if there any challenges and open issues that remain. The approach to answering these questions is twofold. First, a survey of pervasive games is conducted, gathering technical details and distilling a component feature set that enables pervasive games. Second, a type of game engine is chosen as candidate in the same product line as a would-be pervasive game engine, supporting as much of the feature set as possible. The architecture is extended to support the entire feature set and used to stage a pervasive game called Codename: Heroes, validating the architecture, highlighting features of particular importance and identifying any open issues. The conclusion of this book is also twofold: the resulting feature set is verified to coincide with the definition of pervasive games and related work. And secondly, a virtual world engine is selected as candidate in the same product line as a would-be pervasive game engine. Codename: Heroes was successfully implemented, reaping the benefits of using the selected engine; development time was low, spanning just a few months. Codename: Heroes was staged twice, with no stability issues or down time.
650 0 _aComputer science.
650 0 _aUser interfaces (Computer systems).
650 0 _aArtificial intelligence.
650 0 _aComputer graphics.
650 1 4 _aComputer Science.
650 2 4 _aUser Interfaces and Human Computer Interaction.
650 2 4 _aComputer Imaging, Vision, Pattern Recognition and Graphics.
650 2 4 _aArtificial Intelligence (incl. Robotics).
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9783319176314
830 0 _aSpringerBriefs in Computer Science,
_x2191-5768
856 4 0 _uhttp://dx.doi.org/10.1007/978-3-319-17632-1
912 _aZDB-2-SCS
942 _cEBK
999 _c55589
_d55589