Cover image for The Guide to Computer Simulations and Games.
The Guide to Computer Simulations and Games.
Title:
The Guide to Computer Simulations and Games.
Author:
Becker, K.
ISBN:
9781118221808
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (482 pages)
Contents:
The Guide to Computer Simulations and Games -- About the Authors -- About the Technical Editor -- Credits -- Acknowledgments -- Contents -- Introduction -- Part I Context -- Chapter 1 Spoilers -- A Sneak Peek at Simulations … -- Microsimulation of Traffi c Flow -- Overview -- Goals/Purpose/Use -- Structure -- Interaction (Gameplay) -- Features -- What Is Being Simulated -- GRI VROV Simulator -- Overview -- Goals/Purpose/Use -- Structure -- Interaction (Gameplay) -- Features -- What Is Being Simulated -- …And Games … -- Mario Kart -- Overview -- Goals/Purpose/Use -- Structure -- Interaction (Gameplay) -- Features -- What Is Being Simulated -- Portal 2 -- Overview -- Goals/Purpose/Use -- Structure -- Interaction (Gameplay) -- Features -- What Is Being Simulated -- … For Education and Training -- Coole Immersive SRT -- Overview -- Goals/Purpose/Use -- Structure -- Interaction (Gameplay) -- Features -- What Is Being Simulated -- Real Lives -- Overview -- Goals/Purpose/Use -- Structure -- Interaction (Gameplay) -- Features -- What Is Being Simulated -- FloodSim -- Overview -- Goals/Purpose/Use -- Structure -- Interaction (Gameplay) -- Features -- What Is Being Simulated -- Foldit -- Overview -- Goals/Purpose/Use -- Structure -- Interaction (Gameplay) -- Features -- What Is Being Simulated -- The Booze Cruise -- Overview -- Goals/Purpose/Use -- Structure -- Interaction (Gameplay) -- Features -- What Is Being Simulated -- Summary -- Concepts -- Terminology -- References, Notes, and Other Resources -- Chapter 2 Fundamentals -- Why Definitions Matter -- Modeling versus Simulation -- What Is a Simulation? -- Simulations and Games before Computers -- Games -- Simulations -- Brief History of Computer Simulation -- Video Games -- Serious Games -- Summary -- Concepts -- Terminology -- References, Notes, and Other Resources -- Notes -- References.

Chapter 3 Going Digital -- Traditional versus Digital Simulations in Education -- What Is an Educational Simulation? -- Brief History of Educational Simulations -- The Edutainment Era -- The Education Simulation-Game Continuum -- What Is a Game? -- The Problem with Reality -- All Games Are Simulations -- Synergy: Analog Sims and Games Meet Computer Simulations and Games -- What They Share -- How Going Digital Changes Things -- Base Model -- Rules -- Affordances -- Validity -- Closure -- Summary -- Concepts -- Terminology -- References, Notes, and Other Resources -- Definition of Game -- References -- Chapter 4 How Programs Work -- Demystification -- Algorithms -- Example 1: A Bad Algorithm and Basic Flowcharts -- Example 2: Navigating an Automated Telephone Answering System: Decisions, Input, Output -- General Design Considerations -- Example 3: Mowing the Lawn: Modules -- Example 4: Making an Egg Salad: Iteration, Complexity, and Parameters -- Summary -- Concepts -- Terminology -- Notes and Other Resources -- Part II It's About Time -- Chapter 5 The Stuff of Which Simulations Are Made -- The Passage of Time -- Continuous Simulations -- Discrete Simulations -- When Discrete Becomes Continuous -- Hybrid Simulations -- How Simulations Advance Time -- States and Events -- Designing a Simulation -- Deciding What's Important -- Needs Analysis -- Step-Wise Refinement -- Original System -- Observable Elements -- Data Gathering -- Conceptual Model -- Computer Implementation -- Sample Systems -- Summary -- Concepts -- Terminology -- References, Notes, and Other Resources -- Chapter 6 Randomness -- What Does Randomness Mean? -- Randomness in Games: Dice, Cards -- Probability for Beginners -- Odds -- Probability Calculations -- Defining Randomness -- Measuring Randomness -- The Runs Test -- Generating Random Values -- True Random Numbers -- Random.org.

HotBits -- RandomNumbers.info -- Pseudorandom Numbers -- Advanced Pseudorandom Generators -- Simulating Reality and Intelligence -- Random Values as Principal Features -- Random Values as Background Features -- Summary -- Concepts -- Terminology -- References, Notes, and Other Resources -- References -- Sources of Random Numbers -- Other Resources -- Chapter 7 A Single Server Queuing System -- Queuing Systems -- System Analysis -- Needs Analysis -- Original System -- Observable Elements -- Obtainable Data -- Simulation Events -- Simulation Input Data -- Collectable Data -- Conceptual Model -- The Arrival Process -- Distributions -- Simulating Arrivals -- The Queue -- The Server -- The Simulation -- The Main Loop -- The Sequencing Set -- Arrivals -- The Queue -- Departures -- System Output -- Summary -- Concepts -- Terminology -- References, Notes, and Other Resources -- Chapter 8 Visualization -- The Many Faces of Simulation Output -- Text -- Example 1: Simple Harmonic Motion Simulation -- Example 2: Single Server Queue -- Graphics -- 2D Graphics -- Graphs and Charts -- 3D Graphics -- Displaying 3D Meshes -- Animations -- What Is an Animation? -- Interactive Animations, Games, and Virtual Reality -- Sound -- Summary -- Concepts -- Terminology -- References, Notes, and Other Resources -- Chapter 9 Verification and Validation -- What Is Verification and Validation in a Simulation or a Game? -- How Do We Know There's a Problem? -- Collecting Confi rming Data -- Verification -- Code Verification -- Solution Verification -- Validation -- Conceptual Model Validation -- Face Validity -- Internal Validity -- Event Validity -- Sensitivity Analysis -- Historical Validation -- Predictive Validation -- Extreme Condition/Degenerate Tests -- Validation and Verifi cation of Games -- Play Testing -- Effectiveness -- Summary -- Concepts -- Terminology.

References, Notes, and Other Resources -- Chapter 10 Sims and Games for Learning -- Design -- Simulation Design -- What Changes When the Simulation Is a Game? -- Choosing an Objective and Premise -- Research and Preparation -- Design Phase -- Player-Game Interface -- Gameplay and Game Mechanics -- Program Structure -- Evaluation of the Design -- Pre-Programming Phase -- Programming Phase -- Play Testing Phase -- Postmortem -- Gamified Simulation Design Process -- Instructional Design -- Bloom's Taxonomy -- The Systematic Design of Instruction -- The ADDIE Model -- Dick and Carey -- Morrison, Ross, and Kemp -- Agile Instructional Design -- Combining Instructional Design with Simulation and Game Design -- Beware the Decorative Media Trap -- Synergy: Serious Game Design -- Discovery -- Research and Preparation -- Design Phase -- Conceptual Model -- Operational Model -- Final Testing -- Serious Game Design Guidelines -- Summary -- Concepts -- Terminology -- References -- Part III Designing and Building Simulations -- Chapter 11 Simulation Tools -- Game-Making Software -- GameMaker -- Example: Space Battle -- UDK: The Unreal Development Kit -- Greenfoot -- Example: Cannons -- Spreadsheet Games and Sims -- Example: Egg Money -- Example: Stalin's Dilemma -- Simulation SDKs -- GameMaker -- OpenModelica -- Example: Limited Bacterial Growth -- VisSim -- Example: Limited Bacterial Growth -- Simio -- Example: Single Server Queuing System -- ExtendSim -- Example: Single Server Queuing System -- Second Life - Simulating a World -- The Right Tool for the Job -- Summary -- Terminology -- References, Notes, and Other Resources -- Chapter 12 A Hospital Emergency Department (Single Server Queuing System II) -- Hospital Emergency Department -- System Analysis -- Reneging -- Triage: Two Priorities -- Tandem M/M/1 Queues -- Ambulance Entry: Jumping the Queue.

System Synthesis -- Implementation -- Implementation of Reneging -- Priority Queues -- Tandem Queues -- Ambulance Arrivals -- Completing the ED Simulation -- Verification and Validation -- Splitting Interarrival Times -- Reneging -- Priority Queues -- Tandem Queues -- Summary -- Concepts -- Terminology -- References, Notes, and Other Resources -- Chapter 13 Boarding a Passenger Airliner (Decision Making) -- Aircraft Loading -- Microsimulation -- Microsimulation Solution to Loading Problems -- System Analysis -- System Synthesis -- Interference -- Aisle Seat Interference -- Middle Seat Interference -- Middle and Aisle Interference -- Aisle Interference -- Delays in the System -- Implementation -- The Simulation Framework -- The Passenger -- Waypoints and Paths -- States in the Simulation: The Finite State Machine -- Timing and Organization: The Agent -- Other Details -- Is a Passenger in the Way? -- Determining Seat Interference -- The Greenfoot Simulation -- Verification and Validation -- Summary -- Concepts -- Terminology -- References, Notes, and Other Resources -- Chapter 14 Cooking Simulation and Food Safety -- Discovery -- Choose Objective and Premise -- Task Analysis -- Identify Performance Gap -- Performance Objectives -- Research and Preparation -- Describe the Original System -- Identify the Observable Elements -- Gather Data -- Design Phase -- Instructional Design -- Gameplay and Game Mechanics -- Program Structure -- Evaluation of the Design -- Create Conceptual Model -- Gestalt: The Concept of Bread -- Ingredient Histories -- Bacterial Growth -- The Egg Salad Algorithm -- Create Operational Model -- Artistic Assets -- Animation -- Sound -- Programming Phase -- Testing -- Summary -- Terminology -- References, Notes, and Other Resources -- Chapter 15 The Stock Market (Serious Game) -- Discovery -- Choose Objective and Premise.

Task Analysis.
Abstract:
The first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you build or use all without having to earn another degree. Organized into three parts, this informative book first defines computer simulations and describes how they are different from live-action and paper-based simulations. The second section builds upon the previous, with coverage of the technical details of simulations, a detailed description of how models are built, and an explanation of how those models are translated into simulations. Finally, the last section develops four examples that walk you through the process from model to finished and functional simulation, all of which are created using freely available software and all of which can be downloaded. Targets anyone interested in learning about the inner workings of a simulation or game, but may not necessarily be a programmer or scientist Offers technical details on what simulations are and how they are built without overwhelming you with intricate jargon Breaks down simulation vs. modeling and traditional vs. computer simulations Examines verification and validation and discusses simulation tools Whether you need to learn how simulations work or it's something you've always been curious about but couldn't find the right resource, look no further. The Guide to Computer Simulations and Games is the ideal book for getting a solid understanding of this fascinating subject.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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