Muutke küpsiste eelistusi

E-raamat: Computer Games and Software Engineering

Edited by (University of Texas, Dallas, USA), Edited by
Teised raamatud teemal:
  • Formaat - EPUB+DRM
  • Hind: 58,49 €*
  • * hind on lõplik, st. muud allahindlused enam ei rakendu
  • Lisa ostukorvi
  • Lisa soovinimekirja
  • See e-raamat on mõeldud ainult isiklikuks kasutamiseks. E-raamatuid ei saa tagastada.
Teised raamatud teemal:

DRM piirangud

  • Kopeerimine (copy/paste):

    ei ole lubatud

  • Printimine:

    ei ole lubatud

  • Kasutamine:

    Digitaalõiguste kaitse (DRM)
    Kirjastus on väljastanud selle e-raamatu krüpteeritud kujul, mis tähendab, et selle lugemiseks peate installeerima spetsiaalse tarkvara. Samuti peate looma endale  Adobe ID Rohkem infot siin. E-raamatut saab lugeda 1 kasutaja ning alla laadida kuni 6'de seadmesse (kõik autoriseeritud sama Adobe ID-ga).

    Vajalik tarkvara
    Mobiilsetes seadmetes (telefon või tahvelarvuti) lugemiseks peate installeerima selle tasuta rakenduse: PocketBook Reader (iOS / Android)

    PC või Mac seadmes lugemiseks peate installima Adobe Digital Editionsi (Seeon tasuta rakendus spetsiaalselt e-raamatute lugemiseks. Seda ei tohi segamini ajada Adober Reader'iga, mis tõenäoliselt on juba teie arvutisse installeeritud )

    Seda e-raamatut ei saa lugeda Amazon Kindle's. 

Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in non-entertainment domains, thus share a common interest with software engineers and developers on how to best engineer game software.

Featuring contributions from leading experts in software engineering, the book provides a comprehensive introduction to computer game software development that includes its history as well as emerging research on the interaction between these two traditionally distinct fields.

An ideal reference for software engineers, developers, and researchers, this book explores game programming and development from a software engineering perspective. It introduces the latest research in computer game software engineering (CGSE) and covers topics such as HALO (Highly Addictive, sociaLly Optimized) software engineering, multi-player outdoor smartphone games, gamifying sports software, and artificial intelligence in games.

The book explores the use of games in software engineering education extensively. It also covers game software requirements engineering, game software architecture and design approaches, game software testing and usability assessment, game development frameworks and reusability techniques, and game scalability infrastructure, including support for mobile devices and web-based services.
Contributors vii
Chapter 1 Introducing Computer Games and Software Engineering
1(30)
Kendra M.L. Cooper
Walt Scacchi
Section I The Potential for Games in Software Engineering Education
Chapter 2 Use of Game Development in Computer Science and Software Engineering Education
31(28)
Alf Inge Wang
Bian Wu
Chapter 3 Model-Driven Engineering of Serious Educational Games: Integrating Learning Objectives for Subject-Specific Topics and Transferable Skills
59(32)
Kendra M.L. Cooper
Shaun Longstreet
Chapter 4 A Gameful Approach to Teaching Software Design and Software Testing
91(22)
Swapneel Sheth
Jonathan Bell
Gail Kaiser
Chapter 5 Educational Software Engineering: Where Software Engineering, Education, and Gaming Meet
113(20)
Tao Xie
Nikolai Tillmann
Jonathan de Halleux
Judith Bishop
Chapter 6 Adaptive Serious Games
133(20)
Barbara Reichart
Damir IsmailoviC
Dennis Pagano
Bernd Brugge
Section II Conducting Fundamental Software Engineering Research with Computer Games
Chapter 7 RESTful Client--Server Architecture: A Scalable Architecture for Massively Multiuser Online Environments
153(30)
Thomas Debeauvais
Arthur Valadares
Cristina V. Lopes
Chapter 8 Software Engineering Challenges of Multiplayer Outdoor Smart Phone Games
183(16)
Robert J. Hall
Chapter 9 Understanding User Behavior at Three Scales: The AGoogleADay Story
199(16)
Daniel M. Russell
Chapter 10 Modular Reuse of Al Behaviors for Digital Games
215(26)
Christopher Dragert
Jorg Kienzle
Clark Verbrugge
Chapter 11 Repurposing Game Play Mechanics as a Technique for Designing Game-Based Virtual Worlds
241(20)
Walt Scacchi
Chapter 12 Emerging Research Challenges in Computer Games and Software Engineering
261(24)
Walt Scacchi
Kendra M.L. Cooper
Index 285
Kendra M. L. Cooper, Walt Scacchi