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.

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: 9781118260463
  • Publisher: John Wiley & Sons Inc
  • Publisher Imprint: John Wiley & Sons Inc
  • Language: English
  • ISBN-10: 1118260465
  • Publisher Date: 30 Nov 2011
  • Binding: Digital (delivered electronically)
  • No of Pages: 456


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