Academic literature on the topic 'Computer Graphics - Game Programming'

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Journal articles on the topic "Computer Graphics - Game Programming"

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Muratet, Mathieu, Patrice Torguet, Jean-Pierre Jessel, and Fabienne Viallet. "Towards a Serious Game to Help Students Learn Computer Programming." International Journal of Computer Games Technology 2009 (2009): 1–12. http://dx.doi.org/10.1155/2009/470590.

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Video games are part of our culture like TV, movies, and books. We believe that this kind of software can be used to increase students' interest in computer science. Video games with other goals than entertainment, serious games, are present, today, in several fields such as education, government, health, defence, industry, civil security, and science. This paper presents a study around a serious game dedicated to strengthening programming skills. Real-Time Strategy, which is a popular game genre, seems to be the most suitable kind of game to support such a serious game. From programming teaching features to video game characteristics, we define a teaching organisation to experiment if a serious game can be adapted to learn programming.
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Jazuli, Muhammad Syauqi, and Muhammad Rizki. "Design and Development of the Space Shooters Game Using Pygame." Gameology and Multimedia Expert 1, no. 3 (July 1, 2024): 68. http://dx.doi.org/10.29103/game.v1i3.16905.

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Space Shooter is a game that aims to shoot all the asteroids emerging from space while keeping the spaceship from colliding with them by maneuvering the spaceship. The main objective of this game is to accumulate as many points as possible by accurately shooting the asteroids. This game is developed using Pygame, a cross-platform Python module library designed for writing video games. Pygame includes computer graphics and sound libraries designed for use with the Python programming language. This study explores the development process of the "Space Shooter" game using Pygame and analyzes the effectiveness and reliability of this module in creating an interactive and engaging game. The results indicate that Pygame is an effective tool for game development, allowing easy integration of graphics and sound, and providing an intuitive interface for both novice and experienced developers.
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Georgieva, Rositsa. "GAME-BASED PROGRAMMING TRAINING FOR BEGINNERS IN THE PYGAME ZERO ENVIRONMENT - SAMPLE ASSIGNMENTS WITH PYTHON TURTLE GRAPHICS." Mathematics and Informatics 66, no. 2 (April 28, 2023): 170–87. http://dx.doi.org/10.53656/math2023-2-6-gam.

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In recent years, an increasing digitalization has been observed in all spheres of life on a global scale. The demand for specialists in the field of ICT requires their preparation to start at school with the study of programming and IT. Good practices and increasing interest in game-based learning are observed at all levels of secondary education. Different environments, programming languages and learning approaches is used in the Computer Modeling and Informatics disciplines. The focus of the article are sample tasks and methodical implementation for nonprofiled training in programming for high school students by creating games. The terminology related to game-based learning and the role of tasks in mastering learning content are presented. The main focus is on creating fun games implemented in Python programming language using turtle graphics in Mu programming environment. The sample tasks are supported by methodical instructions. Guidelines are also given for their use in training. In the conclusion, the possibilities for training in programming in profiled and non-profiled high schools are discussed.
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Umarov, Husan, Vasila Mirzaraimova, Muyassar Yakubova, and Ravshanbek Tashpulatov. "Machine learning and AI in graphics development." E3S Web of Conferences 548 (2024): 06011. http://dx.doi.org/10.1051/e3sconf/202454806011.

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The fusion of software computer graphics and development technologies has revolutionized the digital landscape, opening new frontiers in visual storytelling, interactive experiences, and digital innovation. This article explores the latest advancements, techniques, and trends shaping the dynamic realm of computer-generated imagery, animation, virtual reality, and development tools. From advanced rendering techniques like ray tracing and global illumination to the immersive worlds of virtual and augmented reality, software computer graphics are transforming how we perceive and interact with digital content. Development technologies such as game engines, graphics APIs, and shade programming empower creators to craft visually stunning and interactive experiences across a wide range of platforms. The abstract delves into the intricacies of animation tools, virtual reality design principles, and the integration of machine learning and AI in graphics development. By examining the synergy between artistry, technology, and innovation, this research illuminates the transformative potential of software computer graphics in creating engaging narratives, dynamic visual content, and interactive digital environments.
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Vassilev, Tzvetomir I. "An Approach to Teaching Introductory Programming for IT Professionals Using Games." International Journal of Human Capital and Information Technology Professionals 6, no. 1 (January 2015): 26–38. http://dx.doi.org/10.4018/ijhcitp.2015010103.

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This paper addresses the difficulties of teaching introductory programming to students in the field of information technologies and computer science. It reviews several existing approaches to make learning programming more attractive: using games or programmatically controlled hardware devices. The author believes that programming moving virtual actors motivates most of the students to learn programming. Moreover, seeing moving visual objects on the computer screen makes it easier for the students to perceive the mistakes in their code and correct them. However, writing such programs without any additional tools is not a task for a novice programmer. That is why this paper proposes an approach for teaching programming for IT professionals using a new game library, specially developed for training, which controls virtual models moving in a virtual environment. The system uses appealing 3D graphics to attract attention. Several sample programs, illustrating main features of this approach, are presented. Screenshots of the sample programs and results of teaching a pilot group of students are given at the end of the paper. Initial results show that the students enjoyed the course, most of them liked the game library approach better than the traditional one and do recommend using it in the future. More than half of the trainees improved their results.
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Soeda, S. "REPORT ON THE GAME PROGRAMMING WORKSHOP 2002." ICGA Journal 25, no. 4 (December 1, 2002): 264–65. http://dx.doi.org/10.3233/icg-2002-25421.

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Hwang, SunMyung, and Hee Gyun Yeom. "A Mobile Game Algorithm for Programming Education." International Journal of Software Innovation 10, no. 2 (April 2022): 1–10. http://dx.doi.org/10.4018/ijsi.289592.

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Software education currently being implemented is programming education, and the scope of the curriculum is adjusted to suit the level of each school level. In the case of elementary school, experience- and activity-based activities are used to learn problem-solving methods through play and educational programming languages, and in the case of junior high school, the basic concepts and principles of software are understood through education-oriented programming languages and learn to apply to problem solving. In the case of high school, the contents are designed to improve the ability to creatively and efficiently solve problems in other academic fields while learning more advanced contents with advanced contents linked to careers. In this article, we develop an algorithm game using a robot so that students can think of programming and unpacking functions expressed in pictures to solve the problem of losing interest due to difficulties in understanding and applying programming or algorithms
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TREGUBOVA, I. A. "FRACTAL GRAPHICS FOR VIRTUAL ENVIRONMENT GENERATION." Digital Technologies 26 (2019): 29–35. http://dx.doi.org/10.33243/2313-7010-26-29-35.

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Progress in hardware and software development is impressively fast. The main reason of computer graphics fast improvement is a full experience that can be reached though visual representation of our world. Therefore, the most interesting problem of it is a realistic image with high quality and resolution, which often requires procedural graphics generation. The article analyzes simplicity of a fractal and mathematics abstraction. Mathematics describes not only accuracy and logic but also beauty of the Universe. Mountains, clouds, trees, cells do not fit into the world of Euclidean geometry. They cannot be described by its methods. But fractals and fractal geometry solve that problem. Fractals are fairly simple equations on a sheet of paper with bright, unusual images, and, above all, they explain things. Fractal is a figure in the space, which consists of statistical character as the whole. It is self-similar, and therefore looks ‘roughly’ same and does not depend on its scale. So, any complex object can be called a fractal, if it has the same shape, as the parts it consists of. Fractal is abstract, and it helps to translate any algebraic problem into geometric, where solution is always obvious. A lot of researches in the field of fractal graphics has been carried out, but there are still issues that deserve considerable attention and more perfect solutions. The main purpose of the work is codes development with object-oriented programming languages for fractal graphics rendering. The article analyzes simplicity of a fractal and mathematics abstraction. Procedural generation was described as a method of algorithmic data generation for 3D models and textures creation. Code was written with general-purpose programming language Python, which renders step by step creation of fractal composition and variations of fractal images. Fractal generation used for modeling is part of realism in computer graphics In summary, procedural generation is very important for video games, as it can be used to automatically create large amount of game content. The random generation of natural looking landscapes is based on geometric computer generated images Created compositions can be used in computer science for image compression, in medicine for the study of the cellular level of organs, etc.
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Hu, Zhipeng, Changjie Fan, Qiwei Zheng, Wei Wu, and Bai Liu. "Asyncflow: A visual programming tool for game artificial intelligence." Visual Informatics 5, no. 4 (December 2021): 20–25. http://dx.doi.org/10.1016/j.visinf.2021.11.001.

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Al-Tawil, Marwan, Moh’d Belal Al-Zoubi, Omar Y. Adwan, Ammar Al-Huneiti, and Reem Q. Al Fayez. "Efficient method for finding nearest neighbors in flocking behaviors using k-dimensional trees." IAES International Journal of Artificial Intelligence (IJ-AI) 12, no. 4 (December 1, 2023): 1628. http://dx.doi.org/10.11591/ijai.v12.i4.pp1628-1635.

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<p>Flocking is a behavior where a group of objects travel, move or collaborate together. By learning more about flocking behavior, we might be able to apply this knowledge in different contexts such as computer graphics, games, and education. A key steppingstone for understanding flocking behavior is to be able to simulate it. However, simulating behaviors of large numbers of objects is highly compute-intensive task because of the n-squared complexity of nearest neighbor for separating n objects. The work in this paper presents an efficient nearest neighbor method based on the k-dimensional trees (KD trees). To evaluate the proposed approach, we apply it using Unity-3D game engine, together with other conventional nearest neighbor methods. The Unity-3D game simulation engine allows users to utilize interaction design tools for programming and animating flocking behaviors. Results showed that the proposed approach outperform other conventional nearest neighbor approaches. The proposed approach can be used to enhance digital games quality and simulations.</p>
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Dissertations / Theses on the topic "Computer Graphics - Game Programming"

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Hung, Cheng-Yu. "Multi-user game development." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3122.

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This project included the development of a multi-user game that takes place in a 3 dimensional world of the computer science department. Basically, the game allows prospective students to meet existing students and faculty in a virtual open house that takes place within the third floor of Jack Brown Hall. Users can walk around Jack Brown Hall and type text messages to chat with each other.
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Alafaireet, Hussain. "Exploring the use of a commercial game engine for the development of educational software." Diss., Rolla, Mo. : Missouri University of Science and Technology, 2009. http://scholarsmine.mst.edu/thesis/pdf/Alafaireet_09007dcc806bfca9.pdf.

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Thesis (M.S.)--Missouri University of Science and Technology, 2009.
Vita. The entire thesis text is included in file. Title from title screen of thesis/dissertation PDF file (viewed August 14, 2009) Includes bibliographical references (p. 160-162).
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Surangi, Vani Indrani. "Game design and development." CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/3098.

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The project focuses on computer tools suitable for particular game genres and how they are used to develop 3D computer games. As part of learning about the tools, the author developed a 3D computer adventure game called "Adventures of Smiley" using Macromedia Director MX and 3D Studio Max. The game's purpose is to engage children using a friendly interface while they learn about different topics in various subject areas through lessons and puzzles. The research gathered information about the current game industry, technologies and game genres, which can be used as a reference for the beginning level game programmer. The project documentation and the game are also published on the Internet and can be freely accessed online.
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Roden, Timothy E. "Procedural content creation and technologies for 3D graphics applications and games." Thesis, University of North Texas, 2005. https://digital.library.unt.edu/ark:/67531/metadc4726/.

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The recent transformation of consumer graphics (CG) cards into powerful 3D rendering processors is due in large measure to the success of game developers in delivering mass market entertainment software that feature highly immersive and captivating virtual environments. Despite this success, 3D CG application development is becoming increasingly handicapped by the inability of traditional content creation methods to keep up with the demand for content. The term content is used here to refer to any data operated on by application code that is meant for viewing, including 3D models, textures, animation sequences and maps or other data-intensive descriptions of virtual environments. Traditionally, content has been handcrafted by humans. A serious problem facing the interactive graphics software development community is how to increase the rate at which content can be produced to keep up with the increasingly rapid pace at which software for interactive applications can now be developed. Research addressing this problem centers around procedural content creation systems. By moving away from purely human content creation toward systems in which humans play a substantially less time-intensive but no less creative part in the process, procedural content creation opens new doors. From a qualitative standpoint, these types of systems will not rely less on human intervention but rather more since they will depend heavily on direction from a human in order to synthesize the desired content. This research draws heavily from the entertainment software domain but the research is broadly relevant to 3D graphics applications in general.
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Perez, Manuel A. "A language for interactive computer graphics programming." Virtual Press, 1987. http://liblink.bsu.edu/uhtbin/catkey/484784.

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The writer defines graphics-oriented data types and operators as the basis for a graphics-oriented programming language. Most of these data types are not available in today's languages. They are usually defined as structures or records composed of some other basic types. These include points, rectangles, transformations, etc. Some operators, such as vector addition, are defined to work with them.The design and implementation of an interpreter to test some of these graphics data types and operators are discussed.The writer also examines some of the tools needed in a graphics programming environment.
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Fleming, Robert Renka Robert Joseph. "General purpose programming on modern graphics hardware." [Denton, Tex.] : University of North Texas, 2008. http://digital.library.unt.edu/permalink/meta-dc-6112.

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Ramakrishnan, S. "A functional approach to graphics programming and modeling." Thesis, This resource online, 1992. http://scholar.lib.vt.edu/theses/available/etd-04212010-092917/.

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Fleming, Robert. "General Purpose Programming on Modern Graphics Hardware." Thesis, University of North Texas, 2008. https://digital.library.unt.edu/ark:/67531/metadc6112/.

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I start with a brief introduction to the graphics processing unit (GPU) as well as general-purpose computation on modern graphics hardware (GPGPU). Next, I explore the motivations for GPGPU programming, and the capabilities of modern GPUs (including advantages and disadvantages). Also, I give the background required for further exploring GPU programming, including the terminology used and the resources available. Finally, I include a comprehensive survey of previous and current GPGPU work, and end with a look at the future of GPU programming.
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Miller, Ruane. "A study of PostScript as a graphics programming language /." Online version of thesis, 1988. http://hdl.handle.net/1850/11483.

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Bexelius, Tobias. "HaGPipe : Programming the graphics pipeline in Haskell." Thesis, Mälardalen University, School of Innovation, Design and Engineering, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-6234.

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In this paper I present the domain specific language HaGPipe for graphics programming in Haskell. HaGPipe has a clean, purely functional and strongly typed interface and targets the whole graphics pipeline including the programmable shaders of the GPU. It can be extended for use with various backends and this paper provides two different ones. The first one generates vertex and fragment shaders in Cg for the GPU, and the second one generates vertex shader code for the SPUs on PlayStation 3. I will demonstrate HaGPipe's many capabilities of producing optimized code, including an extensible rewrite rule framework, automatic packing of vertex data, common sub expression elimination and both automatic basic block level vectorization and loop vectorization through the use of structures of arrays.

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Books on the topic "Computer Graphics - Game Programming"

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A, DeLoura Mark, ed. Game programming gems. Boston, Mass: Charles River Media, 2007.

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Harbour, Jonathan S. Beginning game programming. 3rd ed. Boston, MA: Course Technology/Cengage Learning, 2010.

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Scott, Jacobs, ed. Game programming gems 7. Australia: Charles River Media/Course Technology, 2008.

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Harbour, Jonathan S. Beginning Java game programming. 2nd ed. Boston, MA: Thompson Course Technology, 2008.

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Inc, ebrary, ed. Mathematics for 3D game programming and computer graphics. 3rd ed. Boston, Mass: Cengage Learning, 2012.

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Steve, Rabin, ed. AI game programming wisdom 4. Australia: Course Technology, Cengage Learning, 2008.

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Steve, Rabin, ed. AI game programming wisdom 4. Australia: Course Technology, Cengage Learning, 2008.

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Steve, Rabin, ed. AI game programming wisdom 4. Australia: Course Technology, Cengage Learning, 2008.

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Person, Ron. Macintosh game animation. Berkeley, Calif: Osborne McGraw-Hill, 1985.

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Lengyel, Eric. Game engine gems. Sudbury, MA: Jones and Bartlett Publishers, 2010.

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Book chapters on the topic "Computer Graphics - Game Programming"

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Xian, Tengfei. "Practice of Sandbox Game in Higher Education Based on Graphic and Game Programming Environment." In Communications in Computer and Information Science, 356–64. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50729-9_51.

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Croft, David Wallace. "Advanced Graphics." In Advanced Java Game Programming, 185–228. Berkeley, CA: Apress, 2004. http://dx.doi.org/10.1007/978-1-4302-0713-9_5.

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Gosling, P. E. "Graphics in Basic." In Mastering Computer Programming, 85–93. London: Macmillan Education UK, 1990. http://dx.doi.org/10.1007/978-1-349-11094-0_7.

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Enderle, Günter, Klaus Kansy, and Günther Pfaff. "What is Computer Graphics?" In Computer Graphics Programming, 2–4. Berlin, Heidelberg: Springer Berlin Heidelberg, 1987. http://dx.doi.org/10.1007/978-3-642-71079-7_1.

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Enderle, Günter, Klaus Kansy, and Günther Pfaff. "Input." In Computer Graphics Programming, 33–37. Berlin, Heidelberg: Springer Berlin Heidelberg, 1987. http://dx.doi.org/10.1007/978-3-642-71079-7_10.

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Enderle, Günter, Klaus Kansy, and Günther Pfaff. "Segments." In Computer Graphics Programming, 37–42. Berlin, Heidelberg: Springer Berlin Heidelberg, 1987. http://dx.doi.org/10.1007/978-3-642-71079-7_11.

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Enderle, Günter, Klaus Kansy, and Günther Pfaff. "The GKS Metafile." In Computer Graphics Programming, 42–46. Berlin, Heidelberg: Springer Berlin Heidelberg, 1987. http://dx.doi.org/10.1007/978-3-642-71079-7_12.

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Enderle, Günter, Klaus Kansy, and Günther Pfaff. "States and State Lists." In Computer Graphics Programming, 46–48. Berlin, Heidelberg: Springer Berlin Heidelberg, 1987. http://dx.doi.org/10.1007/978-3-642-71079-7_13.

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Enderle, Günter, Klaus Kansy, and Günther Pfaff. "Error Handling." In Computer Graphics Programming, 48. Berlin, Heidelberg: Springer Berlin Heidelberg, 1987. http://dx.doi.org/10.1007/978-3-642-71079-7_14.

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Enderle, Günter, Klaus Kansy, and Günther Pfaff. "Three-Dimensional Extensions to GKS." In Computer Graphics Programming, 48–49. Berlin, Heidelberg: Springer Berlin Heidelberg, 1987. http://dx.doi.org/10.1007/978-3-642-71079-7_15.

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Conference papers on the topic "Computer Graphics - Game Programming"

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Stoffova, Veronika. "EDUCATIONAL COMPUTER GAMES IN PROGRAMMING TEACHING AND LEARNING." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-004.

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Computer games are at present very popular for all ages of users, computers and other digital devices that allow them to play. Creation and implementation of didactic computer games and the desire to create their own games is enough motivation for both high school, college and university students learn programming. The article describes the problem and project teaching of programming at the college and university, where the theme of the project is the implementation of didactic computer game of their choice. The project can be realized as an individual or group project. Programming environment or programming language to implement the computer game is freely selectable. Students can work in any higher programming language with a rich graphics library, or they can use a programming environment that supports computer games creation. Depends on the skill of the programmers/developers/team members how to share the work. Can be individually addressed by the individual functional parts of the game, or work can be divided into separate layers. Each team member is engaged with him in what is good, for what who has better conditions to be successful and achieve a good result. E.g. one focuses on graphic design of game, next to the algorithms that express check compliance with the rules of the game, next member of team developing winning strategies, other looks at how the game stopped and resumed, how increases the difficulty level of the game as power play value and how the achieved good performance. Solving the project students learn to work in a team and practically use the knowledge from the field of software engineering.
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Stoffova, Veronika. "COMPUTER GAMES IN PROGRAMMING TEACHING AND LEARNING." In eLSE 2020. University Publishing House, 2020. http://dx.doi.org/10.12753/2066-026x-20-009.

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Computer games are nowadays very popular among various generations especially for children and youth. Creation and implementation of own games are challenging to learn the programming for both, high school and university students. The article describes the problem and project teaching and learning of programming at the university, where the theme of the project is "the implementation of didactic computer game of their choice." The project can be implemented as an individual work, in pairs or in group of students. Programming environment or programming language to implement the computer game is freely selectable. Students can work in any higher programming language with a rich graphics library, or they can use a programming environment that supports computer games creation. Depends on the skill of the developer team members how to share the work. Can be individually addressed by the individual functional parts of the game, or work can be divided into separate layers. Each team member is engaged with him in what is good, for what who has better conditions to be successful and achieve a good result. E.g. one focuses on graphic design of game, next to the algorithms that express check compliance with the rules of the game, other member of team developing winning strategies or looks at how the game stopped and resumed, how increases the difficulty level of the game as power play value and how the achieved good performance. Solving the project students learn to work in a team and spontaneously and intuitively use the knowledge from the field of software engineering. It is their first experience in creating a software application together
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Tomsons, Dzintars, and Inta Znotiņa. "DEVELEPMENT OF COMPUTER-BASED EDUCATIONAL GAME ACROSS COMPUTER SCIENCE CURRICULUM." In 1st International Baltic Symposium on Science and Technology Education. Scientia Socialis Ltd., 2015. http://dx.doi.org/10.33225/balticste/2015.92.

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The current paper describes the use of game development for improvement of first year Computer Science students’ professional and social competencies. The computer-based education games play grateful platform for integration of knowledge and skills gained by students in several learning courses, i.e., programming, web-design, computer graphics and animation, introduction to software engineering, etc. The multidisciplinary character of the games provides possibilities to constitute teams with students from different study programs. Thereby the students get their first experience in cross-disciplinary communication. Key words: computer-based education, educational games, learning environment.
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Hmeljak, Dimitrij (Mitja), and Holly Zhang. "Teaching Computer Graphics Programming Using a Game Development Engine." In SIGCSE '20: The 51st ACM Technical Symposium on Computer Science Education. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3328778.3372669.

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Joel, William. "A Game-Development Paradigm for Building Programming Intuition." In SIGGRAPH '22: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3532724.3535601.

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Kenwright, Benjamin. "Interactive Web-Based Programming through Game-Based Methodologies." In SIGGRAPH '20: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3388530.3407243.

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Peng, Chao, Lizhou Cao, David Schwartz, and Huadong Zhang. "Integrating Independent Contributions in a Game Programming Assignment." In SIGGRAPH '24: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2024. http://dx.doi.org/10.1145/3641235.3664431.

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Sung, Kelvin, Peter Shirley, and Becky Reed Rosenberg. "Experiencing aspects of games programming in an introductory computer graphics class." In Proceedinds of the 38th SIGCSE technical symposium. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1227310.1227400.

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Silva Junior, Braz Araujo da, Simone André da Costa Cavalheiro, and Luciana Foss. "GrameStation: Specifying Games with Graphs." In Simpósio Brasileiro de Informática na Educação. Sociedade Brasileira de Computação - SBC, 2021. http://dx.doi.org/10.5753/sbie.2021.218639.

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This paper presents a platform for creating games using graphs. The proposed game engine is based on a mathematical formalism called Graph Grammar. It aims to rescue, within computer science education, the stage of specification, that precedes programming. The proposal is aligned to the trends of the problem-solving focus, development of computational thinking, use of visual languages, game-related environments and the maker movement. The structure of the platform and the creation/execution of an example game are described and a brief discussion about specification in computer science education is given.
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Stefan, Ioana andreea, Antoniu Stefan, Milos Kravcik, Theo Lim, and Rafael Bidarra. "INTEROPERABILITY STRATEGIES FOR SERIOUS GAMES DEVELOPMENT." In eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-151.

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Serious games have emerged as new tools that enable players to acquire and enhance their skills and knowledge, and have become increasingly popular in fields such as education, industrial and emergency training, efforts for social betterment, and marketing. While the use of serious games has extended rapidly to a variety of domains, their development remains a challenging process both for developers and teachers/ trainers. This paper approaches the technological environment underpinning the development of serious games, and focuses on interoperability. Developing serious games in a way that enables interoperability is one means of increasing the depth and scope of instructional materials available to learners while reducing the overall development costs and time. Interoperability, the ability of computers and applications to communicate and share resources in a heterogeneous environment, is dependable on standards. Optimizing requirements of accessibility, interoperability, durability, and reusability for maximizing cost efficiency start with a proper understanding and integration of standards. The authors analyse various Serious Games interoperability scenarios and address the main gaps surrounding standardization in this field with the purpose of assisting developers and teachers in implementing successful solutions. The scenarios are based on a Serious Game Multidimensional Interoperability Framework that integrates the core components included within a serious game (game mechanics, gameplay, graphics engine, graphic objects), the ecosystem where the serious game will be implemented (developing platforms, programming languages, LMS communications) and external factors that go beyond the core technical aspects of a serious game (assessment, applicability, classification, glossary of terms). The research considers the existing standards that impact serious games development, as well as the gaps and the fragmentation issues that hinder the development process with the purpose of identifying efficient solutions.
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Reports on the topic "Computer Graphics - Game Programming"

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Моісеєнко, Наталя Володимирівна, Михайло Вікторович Моісеєнко, Владислав Сергійович Кузнецов, Богдан Альбертович Ростальний, and Арнольд Юхимович Ків. Teaching computer game development with Unity engine: a case study. CEUR Workshop Proceedings, September 2023. http://dx.doi.org/10.31812/123456789/8486.

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Computer game development is a popular and engaging topic that can motivate students to learn various aspects of software engineering, such as design, programming, testing, and teamwork. However, there is a lack of research on how to effectively teach this topic in the context of secondary education. In this paper, we present our experience of designing and delivering a course on computer game development for master’s students in the specialty 014.09 Secondary education (Informatics) at the Kryvyi Rih State Pedagogical University. We describe the objectives, content, software tools, and teaching methods of the course, as well as the challenges and outcomes of its implementation. We also evaluate the course using a framework proposed by Ritzhaupt based on student feedback and learning outcomes. Our results show that the course was successful in achieving its goals and enhancing students’ knowledge and skills in game development. We also identify some areas for improvement and provide recommendations for future iterations of the course. We conclude that Unity Engine is a suitable platform for teaching game development in secondary education, as it offers a low barrier to entry, a rich set of features, a cross-platform compatibility, and a wide adoption in the game industry. We also argue that a team-based approach is beneficial for fostering collaboration and creativity among students.
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