dc.contributor.author | Amador, Gonçalo | en_US |
dc.contributor.author | Gomes, Abel | en_US |
dc.contributor.editor | Beatriz Sousa Santos and Jean-Michel Dischler | en_US |
dc.date.accessioned | 2016-04-26T07:43:06Z | |
dc.date.available | 2016-04-26T07:43:06Z | |
dc.date.issued | 2016 | en_US |
dc.identifier.issn | 1017-4656 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/eged.20161027 | en_US |
dc.description.abstract | In the last decade, several higher education institutions began to provide courses and/or degrees in games content creation, games design, and games development, largely because of the astonishing growth of games as one of the most powerful industries worldwide. This paper presents the course entitled “Video Games Technologies”, including its history, goals and methodology, as part of a MSc degree in Computer Science and Engineering. The focus is on the technologies, techniques, algorithms, data structures, and mathematics behind the design and development of game engines, instead of games themselves. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | K.3.2 [Computers and Education] | en_US |
dc.subject | Computer and Information Science Education | en_US |
dc.subject | Computer Science Education | en_US |
dc.subject | K.8.0 [Personal Computing] | en_US |
dc.subject | General | en_US |
dc.subject | Games | en_US |
dc.title | A Video Games Technologies Course: Teaching, Learning, and Research | en_US |
dc.description.seriesinformation | EG 2016 - Education Papers | en_US |
dc.description.sectionheaders | E2 | en_US |
dc.identifier.doi | 10.2312/eged.20161027 | en_US |
dc.identifier.pages | 45-48 | en_US |