Details
Original language | English |
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Title of host publication | New Frontiers for Entertainment Computing |
Subtitle of host publication | WCC 2008 Milano, Italy |
Editors | Ciancarini Paolo Ciancarini, Ryohei Nakatsu, Matthias Rauterberg, Marco Roccetti |
Pages | 11-22 |
Number of pages | 12 |
Publication status | Published - 2008 |
Publication series
Name | IFIP International Federation for Information Processing |
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Volume | 279 |
ISSN (Print) | 1571-5736 |
Abstract
In recent years, the computer gaming industry has become a large and important market and impressive amounts of money are spent on the development of new game engines. In contrast to their development costs, the price for the final product is very low compared to a professional 3D visualization/animation program. The idea to use this potential for other purposes than gaming seems obvious. This work gives a review on three Serious Gaming projects, analyzes the encountered problems in a greater context and reflects the pros and cons of using game engines for scientific applications in general.
ASJC Scopus subject areas
- Decision Sciences(all)
- Information Systems and Management
Cite this
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New Frontiers for Entertainment Computing: WCC 2008 Milano, Italy. ed. / Ciancarini Paolo Ciancarini; Ryohei Nakatsu; Matthias Rauterberg; Marco Roccetti. 2008. p. 11-22 (IFIP International Federation for Information Processing; Vol. 279).
Research output: Chapter in book/report/conference proceeding › Conference contribution › Research › peer review
}
TY - GEN
T1 - Using Game Engines for Visualization in Scientific Applications
AU - Friese, Karl Ingo
AU - Herrlich, Mark
AU - Wolter, Franz Erich
PY - 2008
Y1 - 2008
N2 - In recent years, the computer gaming industry has become a large and important market and impressive amounts of money are spent on the development of new game engines. In contrast to their development costs, the price for the final product is very low compared to a professional 3D visualization/animation program. The idea to use this potential for other purposes than gaming seems obvious. This work gives a review on three Serious Gaming projects, analyzes the encountered problems in a greater context and reflects the pros and cons of using game engines for scientific applications in general.
AB - In recent years, the computer gaming industry has become a large and important market and impressive amounts of money are spent on the development of new game engines. In contrast to their development costs, the price for the final product is very low compared to a professional 3D visualization/animation program. The idea to use this potential for other purposes than gaming seems obvious. This work gives a review on three Serious Gaming projects, analyzes the encountered problems in a greater context and reflects the pros and cons of using game engines for scientific applications in general.
UR - http://www.scopus.com/inward/record.url?scp=47249153313&partnerID=8YFLogxK
U2 - 10.1007/978-0-387-09701-5_2
DO - 10.1007/978-0-387-09701-5_2
M3 - Conference contribution
AN - SCOPUS:47249153313
SN - 9780387097008
T3 - IFIP International Federation for Information Processing
SP - 11
EP - 22
BT - New Frontiers for Entertainment Computing
A2 - Paolo Ciancarini, Ciancarini
A2 - Nakatsu, Ryohei
A2 - Rauterberg, Matthias
A2 - Roccetti, Marco
ER -