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  • © 2020

Encyclopedia of Computer Graphics and Games

Editors:

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  • Covers the history, technologies, and trends of computer graphics and games catered to industry professionals and academic communities worldwide

  • Focuses on concepts, principles, and methodologies, with illustrative examples

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Table of contents (277 entries)

  1. Life-Size Telepresence and Technologies

    • Fazliaty Edora Fadzli, Ajune Wanis Ismail
  2. Live Texture Mapping in Handheld Augmented Reality Coloring Book

    • Muhammad Nur Affendy Nor’a, Ajune Wanis Ismail
  3. Loot Boxes: Gambling-Like Mechanics in Video Games

    • Leon Y. Xiao, Laura L. Henderson, Rune K. L. Nielsen, Paweł Grabarczyk, Philip W. S. Newall
  4. MEEGA+, Systematic Model to Evaluate Educational Games

    • Giani Petri, Christiane Gresse von Wangenheim, Adriano Ferreti Borgatto
  5. Minkowski-Lorentz Spaces Applications: Resolution of Apollonius and Dupin Problems

    • L. Garnier, J. P. Bécar, L. Druoton, L. Fuchs, G. Morin
  6. Mixed Reality

    • Vlasios Kasapakis, Damianos Gavalas, Elena Dzardanova
  7. Mixed Reality and Immersive Data Visualization

    • Isabel Cristina Siqueira da Silva
  8. Mixed Reality, Gamified Presence, and Storytelling for Virtual Museums

    • George Papagiannakis, Efstratios Geronikolakis, Maria Pateraki, Victor M. López-Menchero, Michael Tsioumas, Stella Sylaiou et al.
  9. Mobile Cloud Gaming

    • Di Wu, Yihao Ke, Jian He, Yong Li, Min Chen
  10. Mobile Persuasive Applications

    • Damianos Gavalas, Vlasios Kasapakis, Elena Dzardanova
  11. Monte-Carlo Tree Search

    • Mark H. M. Winands
  12. Movie-Making of Spatiotemporal Dynamics in Complex Systems

    • Jeffery Jonathan ישוע (Joshua) Davis, Robert Kozma
  13. Multi-user Virtual Environments for Education

    • Dilek Doğan, Murat Çınar, Hakan Tüzün

About this book

Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games.

Editor-in-Chief

Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA 


Academic Co-Chair

Shlomo Dubnov, University of California San Diego, San Diego, CA, USA

Patrick C. K. Hung, University of Ontario Institute of Technology, Faculty of Business and IT, Oshawa, ON, Canada


Industry Co-Chair

Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan

Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany

 

Editorial Board

Leigh Achterbosch, Federation University Australia, School of Science, Engineering, IT and Physical Sciences, Mt Helen, Ballarat, VIC, Australia

Ramazan S. Aygun, Kennesaw State University, Department of Computer Science, Marietta, GA, USA

Barbaros Bostan, Bahçeşehir University (BAU), BUG Game Lab, Istanbul, Turkey

Guven Catak, Bahçeşehir University (BAU), BUG Game Lab, Istanbul, Turkey

Alvin Chan, Cambridge Corporate University, Lucerne, Switzerland

Anirban Chowdhury, University of Petroleum and Energy Studies (UPES), Department of User Experience and Interaction Design, School of Design (SoD), Dehradun, Uttarakhand, India

Saverio Debernardis, Politecnico di Bari, Dipartimento di Meccanica, Matematica e Management, Bari, Italy

Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK 

Stefano Ferretti, University of Bologna, Department of Computer Science and Engineering, Bologna, Italy

Alexandros Gouvatsos, DNEG, Research & Development, London, UK

Han Hu, Beijing Institute of Technology, School of Information and Electronics, Beijing, China

Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA

Chris Joslin, Carleton University, Ottawa, Canada

Sicilia Ferreira Judice, University of Calgary, Dept. of Computer Science, Calgary, Canada

Hoshang Kolivand, Liverpool John Moores University, Department Computer Science, Liverpool, UK

Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA

Dario Maggiorini, University of Milan, Department of Computer Science, Milano, Italy

Tim McGraw, Purdue University, West Lafayette, IN, USA

George Papagiannakis, University of Crete, Computer Science Department, Heraklion, Greece; Foundation for Research and Technology Hellas, Heraklion, Greece

Florian Richoux, Université de Nantes, Nantes, France

Andrea Sanna, Politecnico di Torino, Dipartimento di Automatica e Informatica, Turin, Italy

Yann Savoye, Liverpool John Moores University, Department of Computer Science, Liverpool, United Kingdom

Sercan Şengün, Illinois State University, Wonsook Kim College of Fine Arts, Normal, IL, USA

Ruck Thawonmas, Ritsumeikan University, Shiga, Japan

Rojin Vishkaie, Ball State University, College of Communication, Information, and Media, Muncie, IN, USA

Duncan A. H. Williams, University of York, Digital Creativity Labs, Department of Computer Science, York, UK

Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan 


Keywords

  • Computer Graphics
  • Computer Imaging
  • Pattern Recognition
  • Computer Graphics
  • Computer Vision

Editors and Affiliations

  • Inst. for Education Research Scholarship, Los Angeles, USA

    Newton Lee

About the editor

Editor-In-Chief:  Newton Lee, Newton Lee Laboratories, LLC and Institute for Education, Research, and Scholarships

Section Editors:
Xiaomao Wu, Leigh Achterbosch, Ramazan S. Aygun,  Chandan Bhattacharya, Barbaros Bostan, Anthony Lewis Brooks,  Guven Catak, Anirban Chowdhury, Saverio Debernardis, Stefano Ferretti, Michele Fiorentino, Lionel Garnier, Papagiannakis George, Alexandros Gouvatsos, Hu Han, Hanno Hildmann,  Patrick C. K. Hung, Susan Johnston,  Chris Joslin, Sicilia Ferreira Judice, Simone Lombardo, Dario Maggiorini, Tim McGraw, Alexandre Meyer, Anton Nijholt, Niels Christian Nilsson, Florian Richoux,  Andrea Sanna, Yann Savoye, Sergey Stafeev, Ruck Thawonmas, Rojin Vishkaie, Duncan Williams, Sai-Keung Wong

Bibliographic Information