游戏设计
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多媒体内容表示、分类与安全Bilge Gunsel,Anil K. Jain,A. Murat Tekalp 著This book constitutes the refereed proceedings of the International Workshop on Multimedia Content Representation, Classification and Security, MRCS 2006, held in Istanbul, Turkey in September 2006.The 100 revised papers presented together with 4 invited lectures were carefully reviewed and selected from more than 190 submissions. The papers are organized in topical sections on biometric recognition, multimedia content security, steganography, watermarking, authentication, classification for biometric recognition, digital watermarking, content analysis and representation, 3D object retrieval and classification, representation, analysis and retrieval in cultural heritage, content representation, indexing and retrieval, content analysis and classification, feature extraction and classification, multimodal signal processing, 3D video and free viewpoint video, multimedia content transmission and classification, video and image processing, as well as video analysis and representation.
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2006中国动画产业年报《中国动画产业年报》编委会 编著《2006-中国动画产业年报》报详尽系统地披露了动画产业的理论政策指导、产业基地建设、生产制作现状、播出情况调查、衍生产品开发、会展经济现象、动画教育与人才培养、国际合作等动画产业核心问题,力求用数据实证世界动画产业规模,用数据分析中国动画产业存在的差距,更用最新数据规划中国动画产业的发展蓝图。《2006-中国动画产业年报》报汇集了国内100多位动画产业及教育专家、学者的辛勤工作和实际调研活动,真实客观地反映了中国动画产业发展的现状,存在的问题,并为如何参与中国动画创作、教育、衍生品开发等产业活动提供了理性建议和参考依据;是动画、漫画及游戏产业从业人员以及相关产业人员进行政府决策、企业投资、市场运营不可或缺的内参资料,也是大专院校、研究机构等图书馆的必备的馆藏读物。
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计算机游戏进展H. Jaap van den Herik 著This book constitutes the thoroughly refereed post-proceedings of the 11th International Conference on Advances in Computer Games, ACG 2005, held in Taipei, Taiwan, in September 2005 in conjunction with the 10th Computer Olympiad.The 20 revised full papers presented were carefully selected during two rounds of reviewing and improvement from 32 submissions. The papers cover all aspects of artificial intelligence in computer-game playing. Reasearch topics addressed are automatic generation, optimization, opponent modelling, search, knowledge representation, and graph history interaction. Games covered are western chess, chinese and japanese chess, checkers, lose checkers, amazons, go, poker, loa, mastermind, awari, ataxx, pool, as well as the two theoretical games connect and sumbers.
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娱乐计算 - ICEC 2006 /会议录Richard Harper 著The LNCS series reports state-of-the-art results in computer science research,development,and education,at a high level and in both printed and electronicform.Enjoying tight cooperation with the R&D community,with numerous individuals,as well as with prestigious organizations and societies,LNCS has grown into the most comprehensive computer science resarch forum available.The scope of LNCS,including its subseries LNAI,spans the whole range of computer science and information technology including interdisciplinary topics in a variety of application fields.The type of material publised traditionally includes.-proceedings(published in time for the respective conference)-post-proceedings(consisting of thoroughly revised final full papers)-research monographs(which may be basde on outstanding PhD work,research projects,technical reports,etc.).
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Quake Mods游戏手册Erik Guilfoyle 著Create your own levels and game mods Build single- and multi-player levels, add *s, and share your mods Ever wonder what Quake 4 would be like if it included that especially cool weapon you dreamed up? Here's the fun and easy way® to find out. Start by creating a basic level, and then discover how to include your own weapons and effects, change colors, add textures, and send your creations out into the world. Everything you need to get started —Adobe® Photoshop® Elements tryout version WinZip® evaluation version The Compressonator and NormalGapGenerator by ATI Technologies, Inc.Sample tools, textures, and examples from the bookFor details and complete system requirements, see the CD-ROM appendix.Discover how to Work with various modding tools Develop a map Alter user interfaces Paint and decorate your level Script advanced actions Distribute your creations online
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Wii专辑李松林、许宁游戏的乐趣来自简单的拟真体验,来自声光色的视听感受,也来自多人同乐交流的乐趣。Wii的出现,让游戏的热潮再次来袭,游戏老兵任天堂坚持的“扩大游戏人口”战略在Wii的强势热销下已经初步达成,不分性别年龄、文化差异和是否玩过游戏,几乎所有的人都能在这台名字并不上品的主机上体验到游戏最原本的乐趣。本书附光盘1张。
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近现代中国绘画名家名作赏析宋行标 著中华民族的文化艺术,博大而恢弘,历史的车轮碾动上下5000年,鸣响铮铮铁骨,在斑驳而璀璨的近现代绘画史中,镂刻辕杆的辙印。公元1840年,鸦片战争的爆发使中国2000余年的封建社会体制走向了末路,泱泱华夏沦为了半殖民地半封建的罔度,中国也由此步入了近代。在动荡中摇摆的中国,饱受着列强的凌辱,煎熬于水火的交融,雅道凌迟,民生凋敝。近代绘画在特定的政治、经济、文化的背景下,曾出现低迷、迂回乃至停滞,大部分的著名画家在辛亥革命之前业已故去。然而,以任伯年、吴吕硕为代表的海派画家和后起者以及岭南派的“二高一陈”的出现,使得本已萧条的中国画坛重新拥有了生气。由丁当时身居北平的画家大多恪守“四王”的衣钵,没有大的突破,因此,接受了新思想和革命洗礼的艺术家,开始仿照两方的模式开办新学校,倡导“美术革命”,对中国古代绘画重新加以评定,贯穿近现代中国画坛的关于创新与保守的争论就此开始。明末清初,王时敏、王鉴、王翚、王原祁四人起立于中国画坛,皆因同姓王,简称“四王”。他们均擅长山水画,在师承、崇尚、画风等方面十分接近,影响广泛,又受到皇帝的赏识,遂成为左右画坛风气的山水画派,被看作正统派。“四王”致力摹古,崇拜“元四家”,注重笔墨,追求平淡清闲的情调,以能灵活地运用古人的笔墨技法为绘画艺术的最高境界。他们在总结、运用前人笔墨方面达到一定的深度,尤其是在发展了干笔渴墨、层层积染的技法方面,丰富了文人山水画的表现力。但由于一味崇古,忽视体察自然,缺乏真切的生活感受,也大大地桎梏了艺术的创造性,给以后的绘画发展带来了消极影响。随着《南京条约》的签署,中国封建社会体制的瓦解,自由与民主的观念不仅留存于政治当中,更将矛头指向了作为艺术形态的绘画领域。
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语义多媒体Yannis Avrithis,Yiannis Kompatsiaris,Steffen Staab 等著This book constitutes the refereed proceedings of the First International Conference on Semantics and Digital Media Technologies, SAMT 2006, held in Athens, Greece in December 2006.The 17 revised full papers presented together with a invited keynote paper were carefully reviewd and selected from 68 submissions. SAMT 2006 targets to narrow the `Semantic Gap', i.e. the large disparity between the low-level de*ors that can be computed automatically from multimedia content and the richness and subjectivity of semantics in user queries and human interpretations of audiovisual media. The papers address a wide area of integrative research on new knowledge-based forms of digital media systems, semantics and low-level multimedia processing.
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黄宾虹全集黄宾虹 著黄宾虹是一位山水画大师。全集1-6卷是黄宾虹山水卷轴和册页的集中展示,第7、8两卷是黄宾虹的花鸟作品,第9卷是黄宾虹的书法作品,第10卷的主体是黄宾虹的年谱,还精选了黄宾虹的主要著作、诗歌以及有关论艺的题跋和书信摘要。全集简明而集中地展示了黄宾虹集书画家、诗人、金石文字学家、教育家和出版家于一身的大师形象。
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适应性超媒体及适应性基于网络系统Vincent Wade 著This book constitutes the refereed proceedings of the 4th International Conference on Adaptive Hypermedia and Adaptive Web-Based Systems, AH 2006, held in Dublin, Ireland in June 2006.The 22 revised full papers and 19 revised short papers presented together with abstracts of 3 keynotes, 12 poster papers, and 14 doctoral consortium posters were carefully reviewed and selected from 122 papers submitted. The papers focus on pioneering theories, techniques, and innovative technologies to provide dynamic personalization, adaptation, and contextualization of hypermedia resources and services.