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Serious games are being more and more deployed in such diverse areas as public awareness, military training, and higher education. One of the driving forces behind this stems from the rapidly growing ...
Mouse picking is the most commonly used intuitive operation to interact with 3D scenes in a variety of 3D graphics applications. High performance for such operation is necessary in order to provide us...
This paper presents a new anthropometrics-based method for generating realistic, controllable face models. Our method establishes an intuitive and efficient interface to facilitate procedures for inte...
Video games are typically executed on Windows platforms with DirectX API and require high performance CPUs and graphics hardware. For pervasive gaming in various environments like at home, hotels, or ...
We present a new point matching method to overcome the dense point-to-point alignment of scanned 3D faces. Instead of using the rigid spatial transformation in the traditional iterative closest point ...
That researchers in the field of computer games usually find it is difficult to simulate the motion of actual 3D model trees lies in the fact that the tree model itself has very complicated structure,...
Distant E-learning is a main issue nowadays, and it is strongly motivated by social and economical considerations. The increased people mobility and the reduction of educational costs push to develop ...
It is widely recognized that there is value in making use of modern Games Technology in Serious Games for educational purposes in the classroom and yet tools that enable teachers to construct such Edu...
This article examines the collision of virtual and real spaces through simultaneous live and online play in Uncle Roy All Around You, and how this disruption of immersion is used to expose the habitua...
目前游戏产业方兴未艾。一些专家预测,2015年前后,世界上部分发达国家将进入休闲娱乐时代。有鉴于此,该文尝试从现代工业设计的角度,对游戏界面设计的人性化设计作以论述,希望能引起更多关注。
随着全球信息基础设施的不断完善,人们对娱乐的需求开始增长。从20世纪中后期开始,全球各主要发达国家和地区开始由生产型主导向消费娱乐型主导社会过渡,包括动漫游戏在内的数字娱乐及文化创意产业日益成为具有广阔发展空间、推进不同文化间沟通交流的全球性产业,开始在全球经济舞台上扮演着重要角色。本文将目前国内动漫游戏产业发展做了深入的分析,得出其发展的特点及基本发展趋势,从而总结出发展动漫产业的关键点,以供国...
分析了游戏地图寻径中的宽度优先,深度优先和启发式搜索算法,提出了一种基于宽度优先直接标记路径的分支限界搜索算法,最多使用O(N+L)的时间完成最短路径搜索,能很好的适用游戏地图中复杂地形的寻径要求。
“华容道”是中国古代传统单人玩的拼板类游戏。虽然以前多次见到报刊、网络有具体解法的报道,但未见到有对此游戏全面的分析和通用局的计算机解法的描述。为此,作者采用改进的非递归深度优先算法对《华容道》通用局的解法进行了全面的分析和论证。随后通过编程实现了这一通用解法,并通过对当前常的几十个布局进行了测试,从而验证了分析结论和其有效性。
鉴于现有的网络游戏服务器端一个线程对应一个客户端的情况,本文提出了一个扩展的多路复用模式的服务器模型,基于该思想设计了一种游戏应用服务器。在此基础上对该模型的应用服务器进行了性能分析。 游戏应用服务器运行测试表明这种服务器模型具有可用性和高效性。
在概述手机游戏开发和测试方法之后,重点讨论手机游戏采用的WAP(Wireless Application Protocol,简称WAP)协议。结合WAE(Wireless Application Environment,简称WAE),WAP协议的应用层,一个用MSC图(Message Sequence Chart,简称MSC)描述的游戏协议模型被提出;为了辅助游戏测试,给出了一个基于TTCN的手机...

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