The Guide to Computer Simulations and Games
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The Guide to Computer Simulations and Games

The Guide to Computer Simulations and Games


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About the Book

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.

Table of Contents:
Introduction xxix Part I Context 1 Chapter 1 Spoilers 3 Chapter 2 Fundamentals 35 Chapter 3 Going Digital 53 Chapter 4 How Programs Work 75 Part II It's About Time 95 Chapter 5 The Stuff of Which Simulations Are Made 97 Chapter 6 Randomness 119 Chapter 7 A Single Server Queuing System 145 Chapter 8 Visualization 175 Chapter 9 Verification and Validation 205 Chapter 10 Sims and Games for Learning 233 Part III Designing and Building Simulations 265 Chapter 11 Simulation Tools 267 Chapter 12 A Hospital Emergency Department (Single Server Queuing System II) 301 Chapter 13 Boarding a Passenger Airliner (Decision Making) 327 Chapter 14 Cooking Simulation and Food Safety 349 Chapter 15 The Stock Market (Serious Game) 371 Chapter 16 Now What? 393 Appendix Simulations, Games, and Software 397 Glossary 403 Index 421

About the Author :
Katrin Becker, PhD, is an adjunct professor at Simon Fraser University in British Columbia. She designed one of the first digital game-based learning courses and has won awards for commercial game design. J. R. Parker, PhD, is a professor at the University of Calgary and a multimedia and game expert. He authored Algorithms for Image Processing and Computer Vision, also published by Wiley.


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Product Details
  • ISBN-13: 9781118009239
  • Publisher: John Wiley & Sons Inc
  • Publisher Imprint: John Wiley & Sons Inc
  • Height: 234 mm
  • No of Pages: 480
  • Weight: 816 gr
  • ISBN-10: 1118009231
  • Publisher Date: 30 Dec 2011
  • Binding: Paperback
  • Language: English
  • Spine Width: 25 mm
  • Width: 188 mm


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