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computer science games usc: Game Design Workshop Tracy Fullerton, 2014-03-05 Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design. |
computer science games usc: Game Programming Algorithms and Techniques Sanjay Madhav, 2014 Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry. Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more. Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav's game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on. Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net. Coverage includes Game time management, speed control, and ensuring consistency on diverse hardware Essential 2D graphics techniques for modern mobile gaming Vectors, matrices, and linear algebra for 3D games 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions Handling today's wide array of digital and analog inputs Sound systems including sound events, 3D audio, and digital signal processing Fundamentals of game physics, including collision detection and numeric integration Cameras: first-person, follow, spline, and more Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning User interfaces including menu systems and heads-up displays Scripting and text-based data files: when, how, and where to use them Basics of networked games including protocols and network topology |
computer science games usc: Game Programming in C++ Sanjay Madhav, 2018-03-06 Program 3D Games in C++: The #1 Language at Top Game Studios Worldwide C++ remains the key language at many leading game development studios. Since it’s used throughout their enormous code bases, studios use it to maintain and improve their games, and look for it constantly when hiring new developers. Game Programming in C++ is a practical, hands-on approach to programming 3D video games in C++. Modeled on Sanjay Madhav’s game programming courses at USC, it’s fun, easy, practical, hands-on, and complete. Step by step, you’ll learn to use C++ in all facets of real-world game programming, including 2D and 3D graphics, physics, AI, audio, user interfaces, and much more. You’ll hone real-world skills through practical exercises, and deepen your expertise through start-to-finish projects that grow in complexity as you build your skills. Throughout, Madhav pays special attention to demystifying the math that all professional game developers need to know. Set up your C++ development tools quickly, and get started Implement basic 2D graphics, game updates, vectors, and game physics Build more intelligent games with widely used AI algorithms Implement 3D graphics with OpenGL, shaders, matrices, and transformations Integrate and mix audio, including 3D positional audio Detect collisions of objects in a 3D environment Efficiently respond to player input Build user interfaces, including Head-Up Displays (HUDs) Improve graphics quality with anisotropic filtering and deferred shading Load and save levels and binary game data Whether you’re a working developer or a student with prior knowledge of C++ and data structures, Game Programming in C++ will prepare you to solve real problems with C++ in roles throughout the game development lifecycle. You’ll master the language that top studios are hiring for—and that’s a proven route to success. |
computer science games usc: Challenges for Games Designers Brenda Brathwaite, 2008-08-21 Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 non-digital shorts to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thought-provoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be. |
computer science games usc: Game Development Projects with Unreal Engine Hammad Fozi, Gonçalo Marques, David Pereira, Devin Sherry, 2020-11-27 Learn the tools and techniques of game design using a project-based approach with Unreal Engine 4 and C++ Key FeaturesKickstart your career or dive into a new hobby by exploring game design with UE4 and C++Learn the techniques needed to prototype and develop your own ideasReinforce your skills with project-based learning by building a series of games from scratchBook Description Game development can be both a creatively fulfilling hobby and a full-time career path. It's also an exciting way to improve your C++ skills and apply them in engaging and challenging projects. Game Development Projects with Unreal Engine starts with the basic skills you'll need to get started as a game developer. The fundamentals of game design will be explained clearly and demonstrated practically with realistic exercises. You’ll then apply what you’ve learned with challenging activities. The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects: building a dodgeball game. In this project, you'll explore line traces, collisions, projectiles, user interface, and sound effects, combining these concepts to showcase your new skills. You'll then move on to the second project; a side-scroller game, where you'll implement concepts including animation blending, enemy AI, spawning objects, and collectibles. The final project is an FPS game, where you will cover the key concepts behind creating a multiplayer environment. By the end of this Unreal Engine 4 game development book, you'll have the confidence and knowledge to get started on your own creative UE4 projects and bring your ideas to life. What you will learnCreate a fully-functional third-person character and enemiesBuild navigation with keyboard, mouse, gamepad, and touch controlsProgram logic and game mechanics with collision and particle effectsExplore AI for games with Blackboards and Behavior TreesBuild character animations with Animation Blueprints and MontagesTest your game for mobile devices using mobile previewAdd polish to your game with visual and sound effectsMaster the fundamentals of game UI design using a heads-up displayWho this book is for This book is suitable for anyone who wants to get started using UE4 for game development. It will also be useful for anyone who has used Unreal Engine before and wants to consolidate, improve and apply their skills. To grasp the concepts explained in this book better, you must have prior knowledge of the basics of C++ and understand variables, functions, classes, polymorphism, and pointers. For full compatibility with the IDE used in this book, a Windows system is recommended. |
computer science games usc: Games | Game Design | Game Studies Gundolf S. Freyermuth, 2016-03-18 How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies. |
computer science games usc: How Computer Games Help Children Learn D. Shaffer, 2007-02-25 How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning. |
computer science games usc: Gamification: Concepts, Methodologies, Tools, and Applications Management Association, Information Resources, 2015-03-31 Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education. |
computer science games usc: A Playful Production Process Richard Lemarchand, 2021-10-12 How to achieve a happier and healthier game design process by connecting the creative aspects of game design with techniques for effective project management. This book teaches game designers, aspiring game developers, and game design students how to take a digital game project from start to finish—from conceptualizing and designing to building, playtesting, and iterating—while avoiding the uncontrolled overwork known among developers as “crunch.” Written by a legendary game designer, A Playful Production Process outlines a process that connects the creative aspects of game design with proven techniques for effective project management. The book outlines four project phases—ideation, preproduction, full production, and post-production—that give designers and developers the milestones they need to advance from the first glimmerings of an idea to a finished game. |
computer science games usc: Game Usability Katherine Isbister, Noah Schaffer, 2008-08-12 Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human c |
computer science games usc: Security and Game Theory Milind Tambe, 2011-12-12 Global threats of terrorism, drug-smuggling and other crimes have led to a significant increase in research on game theory for security. Game theory provides a sound mathematical approach to deploy limited security resources to maximize their effectiveness. A typical approach is to randomize security schedules to avoid predictability, with the randomization using artificial intelligence techniques to take into account the importance of different targets and potential adversary reactions. This book distills the forefront of this research to provide the first and only study of long-term deployed applications of game theory for security for key organizations such as the Los Angeles International Airport police and the US Federal Air Marshals Service. The author and his research group draw from their extensive experience working with security officials to intelligently allocate limited security resources to protect targets, outlining the applications of these algorithms in research and the real world. |
computer science games usc: Extra Life David S. Bennahum, 1998 Bennahum relates his experiences growing up with the new technology of the 1980s, from PONG at age five to becoming a programmer a Super User in high school. He reflects on how familiarity with technology, geekiness, role-playing, iterative thinking, and systems analysis led to a productive, social existence.--Jacket. |
computer science games usc: Games User Research Anders Drachen, Pejman Mirza-Babaei, Lennart E. Nacke, 2018 Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more. |
computer science games usc: Noncooperative Game Theory João P. Hespanha, 2017-06-13 Noncooperative Game Theory is aimed at students interested in using game theory as a design methodology for solving problems in engineering and computer science. João Hespanha shows that such design challenges can be analyzed through game theoretical perspectives that help to pinpoint each problem's essence: Who are the players? What are their goals? Will the solution to the game solve the original design problem? Using the fundamentals of game theory, Hespanha explores these issues and more. The use of game theory in technology design is a recent development arising from the intrinsic limitations of classical optimization-based designs. In optimization, one attempts to find values for parameters that minimize suitably defined criteria—such as monetary cost, energy consumption, or heat generated. However, in most engineering applications, there is always some uncertainty as to how the selected parameters will affect the final objective. Through a sequential and easy-to-understand discussion, Hespanha examines how to make sure that the selection leads to acceptable performance, even in the presence of uncertainty—the unforgiving variable that can wreck engineering designs. Hespanha looks at such standard topics as zero-sum, non-zero-sum, and dynamics games and includes a MATLAB guide to coding. Noncooperative Game Theory offers students a fresh way of approaching engineering and computer science applications. An introduction to game theory applications for students of engineering and computer science Materials presented sequentially and in an easy-to-understand fashion Topics explore zero-sum, non-zero-sum, and dynamics games MATLAB commands are included |
computer science games usc: The Tortilla Curtain T. Coraghessan Boyle, 2011 The lives of two different couples--wealthy Los Angeles liberals Delaney and Kyra Mossbacher, and Candido and America Rincon, a pair of Mexican illegals--suddenly collide, in a story that unfolds from the shifting viewpoints of the various characters. |
computer science games usc: Scalable Algorithms for Data and Network Analysis Shang-Hua Teng, 2016-05-04 In the age of Big Data, efficient algorithms are in high demand. It is also essential that efficient algorithms should be scalable. This book surveys a family of algorithmic techniques for the design of scalable algorithms. These techniques include local network exploration, advanced sampling, sparsification, and geometric partitioning. |
computer science games usc: How Pac-Man Eats Noah Wardrip-Fruin, 2020-12-15 How the tools and concepts for making games are connected to what games can and do mean; with examples ranging from Papers, Please to Dys4ia. In How Pac-Man Eats, Noah Wardrip-Fruin considers two questions: What are the fundamental ways that games work? And how can games be about something? Wardrip-Fruin argues that the two issues are related. Bridging formalist and culturally engaged approaches, he shows how the tools and concepts for making games are connected to what games can and do mean. |
computer science games usc: Newsgames Ian Bogost, Simon Ferrari, Bobby Schweizer, 2012-09-21 How videogames offer a new way to do journalism. Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames. Videogames are native to computers rather than a digitized form of prior media. Games simulate how things work by constructing interactive models; journalism as game involves more than just revisiting old forms of news production. Wired magazine's game Cutthroat Capitalism, for example, explains the economics of Somali piracy by putting the player in command of a pirate ship, offering choices for hostage negotiation strategies. Videogames do not offer a panacea for the ills of contemporary news organizations. But if the industry embraces them as a viable method of doing journalism—not just an occasional treat for online readers—newsgames can make a valuable contribution. |
computer science games usc: Engineering Software as a Service Armando Fox, David A. Patterson, 2016 (NOTE: this Beta Edition may contain errors. See http://saasbook.info for details.) A one-semester college course in software engineering focusing on cloud computing, software as a service (SaaS), and Agile development using Extreme Programming (XP). This book is neither a step-by-step tutorial nor a reference book. Instead, our goal is to bring a diverse set of software engineering topics together into a single narrative, help readers understand the most important ideas through concrete examples and a learn-by-doing approach, and teach readers enough about each topic to get them started in the field. Courseware for doing the work in the book is available as a virtual machine image that can be downloaded or deployed in the cloud. A free MOOC (massively open online course) at saas-class.org follows the book's content and adds programming assignments and quizzes. See http://saasbook.info for details.(NOTE: this Beta Edition may contain errors. See http://saasbook.info for details.) A one-semester college course in software engineering focusing on cloud computing, software as a service (SaaS), and Agile development using Extreme Programming (XP). This book is neither a step-by-step tutorial nor a reference book. Instead, our goal is to bring a diverse set of software engineering topics together into a single narrative, help readers understand the most important ideas through concrete examples and a learn-by-doing approach, and teach readers enough about each topic to get them started in the field. Courseware for doing the work in the book is available as a virtual machine image that can be downloaded or deployed in the cloud. A free MOOC (massively open online course) at saas-class.org follows the book's content and adds programming assignments and quizzes. See http://saasbook.info for details. |
computer science games usc: Serious Games Ute Ritterfeld, Michael Cody, Peter Vorderer, 2009-09-10 Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. Serious games is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology. |
computer science games usc: Game Feel Steve Swink, 2008-10-13 Game Feel exposes feel as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe |
computer science games usc: Architecture for the Commons Jose Sanchez, 2020-08-04 Architecture for the Commons dives into an analysis of how the tectonics of a building is fundamentally linked to the economic organizations that allow them to exist. By tracing the origins and promises of current technological practices in design, the book provides an alternative path, one that reconsiders the means of achieving complexity through combinatorial strategies. This move requires reconsidering serial production with crowdsourcing and user content in mind. The ideas presented will be explored through the design research developed within Plethora Project, a design practice that explores the use of video game interfaces as a mechanism for participation and user design. The research work presented throughout the book seeks to align with a larger project that is currently taking place in many different fields: The Construction of the Commons. By developing both the ideological and physical infrastructure, the project of the Commons has become an antidote to current economic practices that perpetuate inequality. The mechanisms of the production and governance of the Commons are discussed, inviting the reader to get involved and participate in the discussion. The current political and economic landscape calls for a reformulation of our current economic practices and alternative value systems that challenge the current market monopolies. This book will be of great interest not only to architects and designers studying the impact of digital technologies in the field of design but also to researchers studying novel techniques for social participation and cooperating of communities through digital networks. The book connects principles of architecture, economics and social sciences to provide alternatives to the current production trends. |
computer science games usc: Gaming SEL Matthew Farber, 2021 In an engaging and readable tone, Farber explores key research about games and SEL. Teachers, game designers, and experts from CASEL, the Fred Rogers Center, Greater Good in Education, iThrive Games, Minecraft Education, UNESCO MGIEP, Harvard's EASEL Lab, and more share advice. |
computer science games usc: Theory of Fun for Game Design Raph Koster, 2005 Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun. |
computer science games usc: The Infinite Playground Bernard De Koven, 2022-06-21 In his final work, a visionary game designer reveals how a surprising range of play-based experiences can unlock our imagination and help us capture the power of fun and delight. Bernard De Koven (1941–2018) was a pioneering designer of games and theorist of fun. He studied games long before the field of game studies existed. For De Koven, games could not be reduced to artifacts and rules; they were about a sense of transcendent fun. This book, his last, is about the imagination: the imagination as a playground, a possibility space, and a gateway to wonder. The Infinite Playground extends a play-centered invitation to experience the power and delight unlocked by imagination. It offers a curriculum for playful learning. De Koven guides the readers through a series of observations and techniques, interspersed with games. He begins with the fundamentals of play, and proceeds through the private imagination, the shared imagination, and imagining the world—observing, “the things we imagine can become the world.” Along the way, he reminisces about playing ping-pong with basketball great Bill Russell; begins the instructions for a game called Reception Line with “Mill around”; and introduces blathering games—Blather, Group Blather, Singing Blather, and The Blather Chorale—that allow the player's consciousness to meander freely. Delivered during the last months of his life, The Infinite Playground has been painstakingly cowritten with Holly Gramazio, who worked together with coeditors Celia Pearce and Eric Zimmerman to complete the project as Bernie De Koven's illness made it impossible for him to continue writing. Other prominent game scholars and designers influenced by De Koven, including Katie Salen Tekinbaş, Jesper Juul, Frank Lantz, and members of Bernie's own family, contribute short interstitial essays. |
computer science games usc: Computer Animation Rick Parent, 2007-11-01 Driven by the demands of research and the entertainment industry, the techniques of animation are pushed to render increasingly complex objects with ever-greater life-like appearance and motion. This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The first edition established its reputation as the best technically oriented animation text. This new edition focuses on the many recent developments in animation technology, including fluid animation, human figure animation, and soft body animation. The new edition revises and expands coverage of topics such as quaternions, natural phenomenon, facial animation, and inverse kinematics. The book includes up-to-date discussions of Maya scripting and the Maya C++ API, programming on real-time 3D graphics hardware, collision detection, motion capture, and motion capture data processing. - New up-to-the-moment coverage of hot topics like real-time 3D graphics, collision detection, fluid and soft-body animation and more! - Companion site with animation clips drawn from research & entertainment and code samples - Describes the mathematical and algorithmic foundations of animation that provide the animator with a deep understanding and control of technique |
computer science games usc: Online Communities and Social Computing A. Ant Ozok, Panayiotis Zaphiris, 2009-07-15 The 13th International Conference on Human–Computer Interaction, HCI Inter- tional 2009, was held in San Diego, California, USA, July 19–24, 2009, jointly with the Symposium on Human Interface (Japan) 2009, the 8th International Conference on Engineering Psychology and Cognitive Ergonomics, the 5th International Conference on Universal Access in Human–Computer Interaction, the Third International Conf- ence on Virtual and Mixed Reality, the Third International Conference on Internati- alization, Design and Global Development, the Third International Conference on Online Communities and Social Computing, the 5th International Conference on Augmented Cognition, the Second International Conference on Digital Human Mod- ing, and the First International Conference on Human Centered Design. A total of 4,348 individuals from academia, research institutes, industry and gove- mental agencies from 73 countries submitted contributions, and 1,397 papers that were judged to be of high scientific quality were included in the program. These papers - dress the latest research and development efforts and highlight the human aspects of the design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human–computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. |
computer science games usc: Future U.S. Workforce for Geospatial Intelligence National Research Council, Policy and Global Affairs, Board on Higher Education and Workforce, Division on Earth and Life Studies, Board on Earth Sciences and Resources, Committee on the Future U.S. Workforce for Geospatial Intelligence, 2013-04-28 We live in a changing world with multiple and evolving threats to national security, including terrorism, asymmetrical warfare (conflicts between agents with different military powers or tactics), and social unrest. Visually depicting and assessing these threats using imagery and other geographically-referenced information is the mission of the National Geospatial-Intelligence Agency (NGA). As the nature of the threat evolves, so do the tools, knowledge, and skills needed to respond. The challenge for NGA is to maintain a workforce that can deal with evolving threats to national security, ongoing scientific and technological advances, and changing skills and expectations of workers. Future U.S. Workforce for Geospatial Intelligence assesses the supply of expertise in 10 geospatial intelligence (GEOINT) fields, including 5 traditional areas (geodesy and geophysics, photogrammetry, remote sensing, cartographic science, and geographic information systems and geospatial analysis) and 5 emerging areas that could improve geospatial intelligence (GEOINT fusion, crowdsourcing, human geography, visual analytics, and forecasting). The report also identifies gaps in expertise relative to NGA's needs and suggests ways to ensure an adequate supply of geospatial intelligence expertise over the next 20 years. |
computer science games usc: Community Building on the Web Amy Jo Kim, 2006-07-19 What's the point of creating a great Web site if no one goes there-or worse, if people come but never return? How do some sites, such as America Online, EBay, and GeoCities, develop into Internet communities with loyal followings and regular repeat traffic? How can Web page designers and developers create sites that are vibrant and rewarding? Amy Jo Kim, author of Community Building on the Web and consultant to some of the most successful Internet communities, is an expert at teaching how to design sites that succeed by making new visitors feel welcome, rewarding member participation, and building a sense of their own history. She discusses important design strategies, interviews influential Web community-builders, and provides the reader with templates and questionnaires to use in building their own communities. |
computer science games usc: Game Design Workshop Tracy Fullerton, 2018-08-06 This book helps you to create the digital games you love to play, using a non-technical approach to game design without the need for programming or artistic experience. Award-winning author Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal and dramatic systems of game design. Using examples of popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, the book gives you the skills and tools necessary to create a compelling and engaging game. This fully updated 4th edition includes expanded coverage of new platforms and genres of play, including casual games and games for learning. It expands on agile development processes and includes a host of new perspectives from top industry game designers. Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design. |
computer science games usc: A Little Cell Biology Eun Ji Chung, 2020-04-24 Written by a professor and scientist of biomedical engineering, A Little Cell Biology is the perfect introduction to cells, the basic building blocks of life. This interactive coloring and activity book showcases stem cells, how our immune cells fight germs, how blood delivers oxygen, and the many different cell types that make up our organs. Learning cell biology will be fun for kids (and adults) of all ages! |
computer science games usc: The Ethical Algorithm Michael Kearns, Aaron Roth, 2020 Algorithms have made our lives more efficient and entertaining--but not without a significant cost. Can we design a better future, one in which societial gains brought about by technology are balanced with the rights of citizens? The Ethical Algorithm offers a set of principled solutions based on the emerging and exciting science of socially aware algorithm design. |
computer science games usc: The Official GameSalad Guide to Game Development GameSalad, Jeannie Novak, 2013-04-12 THE OFFICIAL GAMESALAD GUIDE TO GAME DEVELOPMENT teaches readers how to make their own games with the simple, powerful, drag-and-drop GameSalad Creator software. Using techniques based on key game development concepts, current trends, and established best practices, readers will be able to use GameSalad Creator from concept to prototype--and beyond. The text's wide-ranging coverage encompasses desktop, mobile, online, social, and serious games--as well as key platforms such as iOS, Android, Mac, Windows, and HTML 5. This reader-friendly, highly visual guide is equally suited for formal game development courses and self-paced learning--with a balance of depth and detail that is ideal for both professionals and those working on their first game. Basic tutorials and terminology are available in the book's Appendix. GameSalad has also provided manuals, templates, and a Cookbook containing video tutorials at http://gamesalad.com/manuals and http://cookbook.gamesalad.com. Important Notice: Media content referenced within the product description or the product text may not be available in the ebook version. |
computer science games usc: Handbook of Research on Pathways and Opportunities Into the Business of Esports Andrews, Sharon, Crawford, Caroline M., 2021-06-25 Esports have attracted considerable attention over the past few years and become an industry that is projected to continue to increase rapidly. Intersecting with the esports industry are organizations and businesses that develop and support the esports game experience. Included is the entrepreneurial spirit of gamers, who are interested in creating their own career paths through capturing and posting gaming microassists on different public venues that are driven by advertising dollars, invitational competition monetary winnings, and other forms of marketing their expertise for financial gain. All these organizations and industries form satellites of career opportunities as well as opportunities for research and enhanced forward-leaning study. Such career opportunities can be explicitly addressed within the structure of university degree and micro-credential certificate programs, some of which have begun to offer esports-directed degrees, but most of which have not yet moved from esports clubs into a recognition of the business and industry monetization of esports. The Handbook of Research on Pathways and Opportunities Into the Business of Esports addresses the intersection of esports gaming and the business and industry of esports, rather than an exploration of the video games themselves. It is the supporting and intersecting industry driven by esports and the vast opportunities this brings that are the foci of this book. Covering topics including digital learning, esport marketing curriculum, and gaming culture, this text is essential for business professionals, industry analysts, entrepreneurs, managers, coaches, marketers, advertisers, brand managers, university and college administrators, faculty and researchers, students, professors, and academicians. |
computer science games usc: Supercade Van Burnham, 2003-10-24 A gloriously illustrated history of the videogame and its legacy for both our mindscapes and video technology. It was a time when technology was king, status was determined by your high score, and videogames were blitzing the world... From Pong to Pac-Man, Asteroids to Zaxxon—more than fifty million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems. From the first interactive blips of electronic light at Brookhaven National Labs and the creation of Spacewar! at the Massachusetts Institute of Technology; to the invention of the TV Game Project and the myriad systems of Magnavox, Atari, Coleco, and Mattel that followed; through the rise of the Golden Age of videogames and forward into the imagination of millions, Supercade is the first book to illustrate and document the history, legacy, and visual language of the videogame phenomenon. Exuberantly written and illustrated in full color, Supercade pays tribute to the technology, games, and visionaries of one of the most influential periods in the history of computer science—one that profoundly shaped the modern technological landscape and helped change the way people view entertainment. Supercade includes contributions from such commentators and particpants as Ralph Baer, Julian Dibbell, Keith Feinstein, Joe Fielder, Lauren Fielder, Justin Hall, Leonard Herman, Steven Johnson, Steven Kent, Nick Montfort, Bob Parks, Carl Steadman, and Tom Vanderbilt. |
computer science games usc: Foundations of Machine Learning, second edition Mehryar Mohri, Afshin Rostamizadeh, Ameet Talwalkar, 2018-12-25 A new edition of a graduate-level machine learning textbook that focuses on the analysis and theory of algorithms. This book is a general introduction to machine learning that can serve as a textbook for graduate students and a reference for researchers. It covers fundamental modern topics in machine learning while providing the theoretical basis and conceptual tools needed for the discussion and justification of algorithms. It also describes several key aspects of the application of these algorithms. The authors aim to present novel theoretical tools and concepts while giving concise proofs even for relatively advanced topics. Foundations of Machine Learning is unique in its focus on the analysis and theory of algorithms. The first four chapters lay the theoretical foundation for what follows; subsequent chapters are mostly self-contained. Topics covered include the Probably Approximately Correct (PAC) learning framework; generalization bounds based on Rademacher complexity and VC-dimension; Support Vector Machines (SVMs); kernel methods; boosting; on-line learning; multi-class classification; ranking; regression; algorithmic stability; dimensionality reduction; learning automata and languages; and reinforcement learning. Each chapter ends with a set of exercises. Appendixes provide additional material including concise probability review. This second edition offers three new chapters, on model selection, maximum entropy models, and conditional entropy models. New material in the appendixes includes a major section on Fenchel duality, expanded coverage of concentration inequalities, and an entirely new entry on information theory. More than half of the exercises are new to this edition. |
computer science games usc: Discrete Mathematics for Computer Science Gary Haggard, John Schlipf, Sue Whitesides, 2006 Master the fundamentals of discrete mathematics with DISCRETE MATHEMATICS FOR COMPUTER SCIENCE with Student Solutions Manual CD-ROM! An increasing number of computer scientists from diverse areas are using discrete mathematical structures to explain concepts and problems and this mathematics text shows you how to express precise ideas in clear mathematical language. Through a wealth of exercises and examples, you will learn how mastering discrete mathematics will help you develop important reasoning skills that will continue to be useful throughout your career. |
computer science games usc: David Perry on Game Design David Perry, Rusel DeMaria, 2009 Presents a collection of ready-to-use ideas to create computer and video games, with information on game types, storyline creation, character development, weapons and armor, game worlds, obstacles, and goals and rewards. |
computer science games usc: Essential Computational Thinking Ricky J. Sethi, 2020-06-17 Essential Computational Thinking: Computer Science from Scratch helps students build a theoretical and practical foundation for learning computer science. Rooted in fundamental science, this text defines elementary ideas including data and information, quantifies these ideas mathematically, and, through key concepts in physics and computation, demonstrates the relationship between computer science and the universe itself. In Part I, students explore the theoretical underpinnings of computer science in a wide-ranging manner. Readers receive a robust overview of essential computational theories and programming ideas, as well as topics that examine the mathematical and physical foundations of computer science. Part 2 presents the basics of computation and underscores programming as an invaluable tool in the discipline. Students can apply their newfound knowledge and begin writing substantial programs immediately. Finally, Part 3 explores more sophisticated computational ideas, including object-oriented programing, databases, data science, and some of the underlying principles of machine learning. Essential Computational Thinking is an ideal text for a firmly technical CS0 course in computer science. It is also a valuable resource for highly-motivated non-computer science majors at the undergraduate or graduate level who are interested in learning more about the discipline for either professional or personal development. |
computer science games usc: Game Development Essentials John Hight, Jeannie Novak, 2008 Game Development Essentials is the only four-color text in the market that offers a comprehensive introduction on game project management in an informal and accessible style, while concentrating on both theory and practice. Game Development Essentials is the only four-color text in the market that offers a comprehensive introduction on game project management in an informal and accessible style, while concentrating on both theory and practice. |
Course Tracks for Computer Science Games (CSGA)
Computer Science Games — Begin with CSCI 103 Computer Science Games The Computer Science Games degree (CSGA) offers technical and creative training for the video game industry.
B.S. in Computer Science (Games) Program Learning Objectives
Upon completion of the USC Bachelor of Science in Computer Science (Games) program, students will be able to demonstrate broad understanding of engineering-oriented game …
Advanced Games Project Fall 2024 - web-app.usc.edu
Computer Science -Games, and other disciplines from a variety of USC and external partner schools are exposed to working on teams needing both technical skill as well as the emotional …
Operating A Computer Science Game Degree Program
The USC Department of Computer Science is in its second year of operating its BS in Computer Science (Games) and MS in Computer Science (Game Development) degree programs.
USC GAMES ANNOUNCES NEW GAMES AS A SERVICE AND …
The Computer Science Games program at the USC Viterbi School of Engineering provides students with a grounding in the fundamentals of computer science and a cross-disciplinary …
CSCI 420 Computer Graphics Lecture 1 Course Overview
(senior), USC Games Top of the class. Applying for a PhD. Took CSCI 420 last year with me – excellent student.
Memo - University of Southern California
USC students enrolled in the Bachelor of Science in Computer Science Games program will demonstrate understanding of contemporary research questions, results, and areas of …
Course Tracks for Computer Science (CSCI) - University of …
Computer Science (Games) — Begin with CSCI 103 Computer Science (Games) The Computer Science (Games) degree (CSGA) offers technical and creative training for the video game …
A Project on Any-Angle Path Planning for Computer Games …
In this project, the students need to code A* and then extend it to Theta*, an any-angle algorithm, to plan paths for game characters in known gridworlds.
CSCI 420 Computer Graphics Course Information On-Line
Took CSCI 420 last year with me – excellent student. No collaboration! Interactive Computer Graphics. Programming assignments. 3 late days, usable any time during semester. Academic …
Advanced Game Project Spri ng 2025 - web-app.usc.edu
Computer Science -Games, and other disciplines from a variety of USC and external partner schools are exposed to working on teams needing both technical skill as well as the emotional …
Native Console Multiplayer Game Development-499
This course can serve for any of the four MS in Computer Science (Game Development) concentration areas as well as an elective for the BS in Computer Science (Games) degree …
Course Tracks for Computer Science (CSCI)
Students who earn a 4 or 5 on the AP Computer Science A exam, or pass the CSCI 102 Challenge Exam, are able to begin in the next level of courses. Please see previous page. …
A Project on Fast Trajectory Replanning for Computer Games …
In this project, the students need to code A* and then extend it to Adaptive A*, a fast trajectory replanning algorithm, to move game characters in initially unknown gridworlds to a given target.
Teaching Artificial Intelligence Playfully
In this paper, we report on the efforts at the University of Southern California to teach computer science and artificial intelligence with games because games mo-tivate students, which we …
M.S. in Computer Science (Game Development) Program …
USC students enrolled in the Master of Science in Computer Science (Game Development) program will demonstrate understanding of contemporary research questions, results, and …
CSCI-599 Applied Machine Learning for Games - University of …
This course covers the fundamentals of machine learning applicable to the development and analysis of videogames. The objective of the course is to prepare the student for research and …
Advanced Games Project Fall 2022 - University of Southern …
Computer Science-Games, and other disciplines from a variety of USC and external partner schools are exposed to working on teams needing both technical skill as well as the emotional …
Advanced Games Project - University of Southern California
Advanced Games Project comprises the core capstone class where undergraduates from Cinema and Viterbi collaborate on large games projects, working with students from all over USC, …
Programming Pinball Machines for Fun and Education
s Program in Computer Science (Game Develop-ment). As part of this effort, we are currently working on creating a motivational project class on programming pin-ball machines, where the …
Course Tracks for Computer Science Games (CSGA)
Computer Science Games — Begin with CSCI 103 Computer Science Games The Computer Science Games degree (CSGA) offers technical and creative training for the video game industry.
B.S. in Computer Science (Games) Program Learning Objectives
Upon completion of the USC Bachelor of Science in Computer Science (Games) program, students will be able to demonstrate broad understanding of engineering-oriented game …
Advanced Games Project Fall 2024 - web-app.usc.edu
Computer Science -Games, and other disciplines from a variety of USC and external partner schools are exposed to working on teams needing both technical skill as well as the emotional …
Operating A Computer Science Game Degree Program
The USC Department of Computer Science is in its second year of operating its BS in Computer Science (Games) and MS in Computer Science (Game Development) degree programs.
USC GAMES ANNOUNCES NEW GAMES AS A SERVICE AND …
The Computer Science Games program at the USC Viterbi School of Engineering provides students with a grounding in the fundamentals of computer science and a cross-disciplinary …
CSCI 420 Computer Graphics Lecture 1 Course Overview
(senior), USC Games Top of the class. Applying for a PhD. Took CSCI 420 last year with me – excellent student.
Memo - University of Southern California
USC students enrolled in the Bachelor of Science in Computer Science Games program will demonstrate understanding of contemporary research questions, results, and areas of …
Course Tracks for Computer Science (CSCI) - University of …
Computer Science (Games) — Begin with CSCI 103 Computer Science (Games) The Computer Science (Games) degree (CSGA) offers technical and creative training for the video game …
A Project on Any-Angle Path Planning for Computer Games …
In this project, the students need to code A* and then extend it to Theta*, an any-angle algorithm, to plan paths for game characters in known gridworlds.
CSCI 420 Computer Graphics Course Information On-Line
Took CSCI 420 last year with me – excellent student. No collaboration! Interactive Computer Graphics. Programming assignments. 3 late days, usable any time during semester. Academic …
Advanced Game Project Spri ng 2025 - web-app.usc.edu
Computer Science -Games, and other disciplines from a variety of USC and external partner schools are exposed to working on teams needing both technical skill as well as the emotional …
Native Console Multiplayer Game Development-499
This course can serve for any of the four MS in Computer Science (Game Development) concentration areas as well as an elective for the BS in Computer Science (Games) degree …
Course Tracks for Computer Science (CSCI)
Students who earn a 4 or 5 on the AP Computer Science A exam, or pass the CSCI 102 Challenge Exam, are able to begin in the next level of courses. Please see previous page. …
A Project on Fast Trajectory Replanning for Computer Games …
In this project, the students need to code A* and then extend it to Adaptive A*, a fast trajectory replanning algorithm, to move game characters in initially unknown gridworlds to a given target.
Teaching Artificial Intelligence Playfully
In this paper, we report on the efforts at the University of Southern California to teach computer science and artificial intelligence with games because games mo-tivate students, which we …
M.S. in Computer Science (Game Development) Program …
USC students enrolled in the Master of Science in Computer Science (Game Development) program will demonstrate understanding of contemporary research questions, results, and …
CSCI-599 Applied Machine Learning for Games - University of …
This course covers the fundamentals of machine learning applicable to the development and analysis of videogames. The objective of the course is to prepare the student for research and …
Advanced Games Project Fall 2022 - University of Southern …
Computer Science-Games, and other disciplines from a variety of USC and external partner schools are exposed to working on teams needing both technical skill as well as the emotional …
Advanced Games Project - University of Southern California
Advanced Games Project comprises the core capstone class where undergraduates from Cinema and Viterbi collaborate on large games projects, working with students from all over USC, …
Programming Pinball Machines for Fun and Education
s Program in Computer Science (Game Develop-ment). As part of this effort, we are currently working on creating a motivational project class on programming pin-ball machines, where the …