The Guide to Computer Simulations and Games
John Wiley & Sons Inc (Verlag)
978-1-118-00923-9 (ISBN)
- Titel ist leider vergriffen;
keine Neuauflage - Artikel merken
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.
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.
Introduction xxix
Part I Context 1
Chapter 1 Spoilers 3
Chapter 2 Fundamentals 35
Chapter 3 Going Digital 53
Chapter 4 How Programs Work 75
Part II It′s About Time 95
Chapter 5 The Stuff of Which Simulations Are Made 97
Chapter 6 Randomness 119
Chapter 7 A Single Server Queuing System 145
Chapter 8 Visualization 175
Chapter 9 Verification and Validation 205
Chapter 10 Sims and Games for Learning 233
Part III Designing and Building Simulations 265
Chapter 11 Simulation Tools 267
Chapter 12 A Hospital Emergency Department (Single Server Queuing System II) 301
Chapter 13 Boarding a Passenger Airliner (Decision Making) 327
Chapter 14 Cooking Simulation and Food Safety 349
Chapter 15 The Stock Market (Serious Game) 371
Chapter 16 Now What? 393
Appendix Simulations, Games, and Software 397
Glossary 403
Index 421
Verlagsort | New York |
---|---|
Sprache | englisch |
Maße | 188 x 229 mm |
Gewicht | 808 g |
Themenwelt | Sachbuch/Ratgeber ► Beruf / Finanzen / Recht / Wirtschaft ► Wirtschaft |
Informatik ► Office Programme ► Outlook | |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Mathematik / Informatik ► Informatik ► Theorie / Studium | |
Naturwissenschaften ► Biologie ► Evolution | |
ISBN-10 | 1-118-00923-1 / 1118009231 |
ISBN-13 | 978-1-118-00923-9 / 9781118009239 |
Zustand | Neuware |
Haben Sie eine Frage zum Produkt? |
aus dem Bereich