游戏和软件开发中的量子技术纪事》。

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
IEEE Computer Graphics and Applications Pub Date : 2024-09-01 Epub Date: 2024-10-25 DOI:10.1109/MCG.2024.3448613
Natasha Skult, Laura Piispanen, Metincan Atas, Klementyna Jankiewicz, Elif Surer, Jouni Smed, Zeki C Seskir
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引用次数: 0

摘要

正在进行的第二次量子革命以利用量子现象的进步为标志,已经渗透到通信、计算和网络等各个领域,这些领域统称为量子技术(QT)。量子计算是量子技术中的一个焦点,它导致了量子游戏的出现,这是一个探索量子计算在游戏开发中的创造性应用的新型研发领域。虽然爱好者和商业机构已经开发了 300 多款量子游戏,但全面的研究计划或最新的评述却明显缺乏。本文针对这一空白进行了全面的文献综述,介绍了量子游戏和互动设计的当前进展和实例,并探讨了量子技术在游戏开发实践中的未来前景。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Chronicle of Quantum Technologies in Game and Software Development.

The ongoing second quantum revolution, marked by advancements harnessing quantum phenomena, has permeated various fields, including communications, computation, and networking, collectively known as quantum technologies (QTs). Quantum computing, a focal point within QT, has led to the emergence of quantum games, a novel research and development area exploring creative applications of quantum computing in game development. While more than 300 quantum games have been developed by enthusiasts and commercial parties, a comprehensive research program or state-of-the-art review is notably absent. This article addresses this gap by conducting a thorough literature review, presenting current advancements and examples in quantum games and interactive designs, and exploring future prospects for QT in game development practices.

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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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