Graphics and virtual environments for serious games

Authors: Liarokapis, F. and Anderson, E.F.

Journal: IEEE Computer Graphics and Applications

Volume: 40

Issue: 4

Pages: 8-9

eISSN: 1558-1756

ISSN: 0272-1716

DOI: 10.1109/MCG.2020.2998225

https://eprints.bournemouth.ac.uk/34253/

Source: Scopus

Graphics and Virtual Environments for Serious Games

Authors: Liarokapis, F. and Anderson, E.F.

Journal: IEEE COMPUTER GRAPHICS AND APPLICATIONS

Volume: 40

Issue: 4

Pages: 8-9

eISSN: 1558-1756

ISSN: 0272-1716

DOI: 10.1109/MCG.2020.2998225

https://eprints.bournemouth.ac.uk/34253/

Source: Web of Science (Lite)

Graphics and Virtual Environments for Serious Games

Authors: Liarokapis, F. and Anderson, E.F.

Journal: IEEE Computer Graphics and Applications

Volume: 40

Issue: 4

Pages: 8-9

eISSN: 1558-1756

ISSN: 0272-1716

DOI: 10.1109/MCG.2020.2998225

Abstract:

Since the swift and dramatic emergence of serious games as a field of study in its own right, numerous challenges have been revealed. Serious games share most of their infrastructure with entertainment games and other interactive virtual and augmented reality (AR) environments and progressive development of games technologies and interactive techniques also improve serious games; however, the transfer of existing and new technologies and solutions to the younger application domain of serious games is not always straightforward, requiring creative solutions. For this Special Issue, we have accepted five articles that demonstrate the breadth of techniques for graphics and virtual environments for serious games. These articles are a mix of original submissions and of extended and revised versions of selected best papers presented at the VS-Games 2019 conference.

https://eprints.bournemouth.ac.uk/34253/

Source: Manual

Graphics and Virtual Environments for Serious Games

Authors: Liarokapis, F. and Anderson, E.F.

Journal: IEEE Computer Graphics and Applications

Volume: 40

Issue: 4

Pages: 8-9

ISSN: 0272-1716

Abstract:

Since the swift and dramatic emergence of serious games as a field of study in its own right, numerous challenges have been revealed. Serious games share most of their infrastructure with entertainment games and other interactive virtual and augmented reality (AR) environments and progressive development of games technologies and interactive techniques also improve serious games; however, the transfer of existing and new technologies and solutions to the younger application domain of serious games is not always straightforward, requiring creative solutions. For this Special Issue, we have accepted five articles that demonstrate the breadth of techniques for graphics and virtual environments for serious games. These articles are a mix of original submissions and of extended and revised versions of selected best papers presented at the VS-Games 2019 conference.

https://eprints.bournemouth.ac.uk/34253/

Source: BURO EPrints