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Book Computing in Smart Toys

Download or read book Computing in Smart Toys written by Jeff K.T. Tang and published by Springer. This book was released on 2017-08-10 with total page 166 pages. Available in PDF, EPUB and Kindle. Book excerpt: The goal of this book is to crystallize the emerging mobile computing technologies and trends into positive efforts to focus on the most promising solutions in services computing. Many toys built today are increasingly using these technologies together and it is important to understand the various research and practical issues. The book will provide clear proof that mobile technologies are playing an ever increasing important and critical role in supporting toy computing, which is a new research discipline in computer science. It is also expected that the book will further research new best practices and directions in toy computing. The goal of this book is to bring together academics and practitioners to describe the use and synergy between the above-mentioned technologies. This book is mainly intended for researchers and students working in computer science and engineering, and for toy industry technology providers, having particular interests in mobile services. The wide range of authors of this book will help the various communities understand both specific and common problems. This book facilities software developers and researchers to become more aware of this challenging research opportunity. As well, the book is soliciting shall provide valuable strategic outlook on the emerging toy industry.

Book Smart Play Smart Toys

    Book Details:
  • Author : Stevanne Auerbach
  • Publisher : Stevanne Auerbach
  • Release : 2006-07
  • ISBN : 0978554000
  • Pages : 184 pages

Download or read book Smart Play Smart Toys written by Stevanne Auerbach and published by Stevanne Auerbach. This book was released on 2006-07 with total page 184 pages. Available in PDF, EPUB and Kindle. Book excerpt: We've all heard of IQ but do you know your child's PQ or Play Quotient? A child's ability to play does more than provide for fund and diversion; it is critical for his or her emotion and intellectual growth, an teaches everything from social skills to analytical thinking. For the developing mind of a child, learning to play is paramount--but is your child getting the most out of playtime? Stevanne Auerbach, Ph.D., more affectionately known as Dr. Toy has dedicated a lifetime to the importance of play and gives you specific advice on which toys to buy and what kind of games to play to emplower your child's overall development. You'll learn: How to become your child's play Tutor How play can strengthen maturity levels and confidence The pros, cons, and facts of gender specific toys Guideance for the gifted and special-needs child Plus practical advice on Evaluatin a toy's safety, learn which toy manufacturers Dr. Toy recommends Craft supplies you should always have on hand Dr Toy's 100 Best Children's Products And many more invaluable ways to make playtime a growing experience!

Book Smart Things

    Book Details:
  • Author : Mike Kuniavsky
  • Publisher : Elsevier
  • Release : 2010-09-14
  • ISBN : 0080954081
  • Pages : 332 pages

Download or read book Smart Things written by Mike Kuniavsky and published by Elsevier. This book was released on 2010-09-14 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: The world of smart shoes, appliances, and phones is already here, but the practice of user experience (UX) design for ubiquitous computing is still relatively new. Design companies like IDEO and frogdesign are regularly asked to design products that unify software interaction, device design and service design -- which are all the key components of ubiquitous computing UX -- and practicing designers need a way to tackle practical challenges of design. Theory is not enough for them -- luckily the industry is now mature enough to have tried and tested best practices and case studies from the field. Smart Things presents a problem-solving approach to addressing designers' needs and concentrates on process, rather than technological detail, to keep from being quickly outdated. It pays close attention to the capabilities and limitations of the medium in question and discusses the tradeoffs and challenges of design in a commercial environment. Divided into two sections, frameworks and techniques, the book discusses broad design methods and case studies that reflect key aspects of these approaches. The book then presents a set of techniques highly valuable to a practicing designer. It is intentionally not a comprehensive tutorial of user-centered design'as that is covered in many other books'but it is a handful of techniques useful when designing ubiquitous computing user experiences. In short, Smart Things gives its readers both the "why" of this kind of design and the "how," in well-defined chunks. - Tackles design of products in the post-Web world where computers no longer have to be monolithic, expensive general-purpose devices - Features broad frameworks and processes, practical advice to help approach specifics, and techniques for the unique design challenges - Presents case studies that describe, in detail, how others have solved problems, managed trade-offs, and met successes

Book Smart Toys

    Book Details:
  • Author : Kent Garland Burtt
  • Publisher : Harpercollins
  • Release : 1981
  • ISBN : 9780060908607
  • Pages : 166 pages

Download or read book Smart Toys written by Kent Garland Burtt and published by Harpercollins. This book was released on 1981 with total page 166 pages. Available in PDF, EPUB and Kindle. Book excerpt: Suggests educational toys, activities, and materials for infants, and includes instructions for making each item

Book Robots for Kids

    Book Details:
  • Author : Allison Druin
  • Publisher : Morgan Kaufmann
  • Release : 2000
  • ISBN : 9781558605978
  • Pages : 412 pages

Download or read book Robots for Kids written by Allison Druin and published by Morgan Kaufmann. This book was released on 2000 with total page 412 pages. Available in PDF, EPUB and Kindle. Book excerpt: This work brings together the insights of ten designers, researchers, and educators, each invited to contribute a chapter that relates his or her experience develping or using a children's robotic learning device. This growing area of endeavour is expected to have prodound and long-lasting effets on the ways children learn and develop, and its participants come from a wide range of backgrounds.

Book The Internet of Toys

Download or read book The Internet of Toys written by Giovanna Mascheroni and published by Palgrave Macmillan. This book was released on 2019-02-21 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Internet of Toys (IoToys) is a developing market within our Internet of Things (IoT) ecosystem. This book examines the rise of internet-connected toys and aims to anticipate the opportunities and risks of IoToys before their widespread diffusion. Contributors to this volume each provide a critical analysis of the design, production, regulation, representation and consumption of internet-connected toys. In order to address the theoretical, methodological and policy questions that arise from the study of these new playthings, and contextualise the diverse opportunities and challenges that IoToys pose to educators, families and children themselves, the chapters engage with notions of mediatization, datafication, robotification, connected and post-digital play. This timely engagement with a key transformation in children’s play will appeal to all readers interested in understanding the social uses and consequences of IoToys, and primarily to researchers and students in children and media, early childhood studies, media and communications, sociology, education, social psychology, law and design.

Book Mindstorms

    Book Details:
  • Author : Seymour A Papert
  • Publisher : Basic Books
  • Release : 2020-10-06
  • ISBN : 154167510X
  • Pages : 256 pages

Download or read book Mindstorms written by Seymour A Papert and published by Basic Books. This book was released on 2020-10-06 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this revolutionary book, a renowned computer scientist explains the importance of teaching children the basics of computing and how it can prepare them to succeed in the ever-evolving tech world. Computers have completely changed the way we teach children. We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers. Technology changes every day, but the basic ways that computers can help us learn remain. For thousands of teachers and parents who have sought creative ways to help children learn with computers, Mindstorms is their bible.

Book Human Centric Smart Computing

    Book Details:
  • Author : Siddhartha Bhattacharyya
  • Publisher : Springer Nature
  • Release :
  • ISBN : 9819977118
  • Pages : 703 pages

Download or read book Human Centric Smart Computing written by Siddhartha Bhattacharyya and published by Springer Nature. This book was released on with total page 703 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Smart Edge Computing

    Book Details:
  • Author : Rajdeep Chakraborty
  • Publisher : John Wiley & Sons
  • Release : 2024-02-21
  • ISBN : 139427758X
  • Pages : 276 pages

Download or read book Smart Edge Computing written by Rajdeep Chakraborty and published by John Wiley & Sons. This book was released on 2024-02-21 with total page 276 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book pioneers the synergy between state-of-the-art edge computing technologies and the power of operations research. It comprehensively explores real-world applications, demonstrating how various operations' research techniques enhance edge computing’s efficiency, reliability and resource allocation. Innovative solutions for dynamic task scheduling, load balancing and data management, all tailored to the unique challenges of edge environments, are displayed. Starting with operation research methodologies with foundations, applications and research challenges in edge computing and an overview of digital education, this book continues with an exploration of applications in the health sector using IoT, intelligent payment procedures and performance measurement of edge computing, using edge computing and operation research. Smart or AI-based applications are also explored further on and the book ends with insight into ultralightweight and security protocols with solutions for IoT using blockchain.

Book The Fourth Age

    Book Details:
  • Author : Byron Reese
  • Publisher : Atria Books
  • Release : 2020-03-17
  • ISBN : 1501158570
  • Pages : 336 pages

Download or read book The Fourth Age written by Byron Reese and published by Atria Books. This book was released on 2020-03-17 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: As we approach a great turning point in history when technology is poised to redefine what it means to be human, The Fourth Age offers fascinating insight into AI, robotics, and their extraordinary implications for our species. “If you only read just one book about the AI revolution, make it this one” (John Mackey, cofounder and CEO, Whole Foods Market). In The Fourth Age, Byron Reese makes the case that technology has reshaped humanity just three times in history: 100,000 years ago, we harnessed fire, which led to language; 10,000 years ago, we developed agriculture, which led to cities and warfare; 5,000 years ago, we invented the wheel and writing, which lead to the nation state. We are now on the doorstep of a fourth change brought about by two technologies: AI and robotics. “Timely, highly informative, and certainly optimistic” (Booklist), The Fourth Age provides an essential background on how we got to this point, and how—rather than what—we should think about the topics we’ll soon all be facing: machine consciousness, automation, changes in employment, creative computers, radical life extension, artificial life, AI ethics, the future of warfare, superintelligence, and the implications of extreme prosperity. By asking questions like “Are you a machine?” and “Could a computer feel anything?”, Reese leads you through a discussion along the cutting edge in robotics and AI, and provides a framework by which we can all understand, discuss, and act on the issues of the Fourth Age and how they’ll transform humanity.

Book RFID Toys

    Book Details:
  • Author : Amal Graafstra
  • Publisher : John Wiley & Sons
  • Release : 2006-02-13
  • ISBN : 0471771961
  • Pages : 338 pages

Download or read book RFID Toys written by Amal Graafstra and published by John Wiley & Sons. This book was released on 2006-02-13 with total page 338 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides step-by-step instructions for creating a variety of RFID projects, including a home door lock, an electronic safe, a doggie door, and an object locator.

Book Encyclopedia of Computer Graphics and Games

Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

Book Make  Technology on Your Time Volume 41

Download or read book Make Technology on Your Time Volume 41 written by Mark Frauenfelder and published by Maker Media, Inc.. This book was released on 2014-09-11 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: A whole issue devoted to toys for makers! Toys are big players in the maker world. From educational (STEM/STEAM) to robotics and science, toys provide stimulation, simulation, and prototyping. Make: Volume 41 highlights the latest games and gadgets that have come from the maker community, and provides hands-on inspiration for making your own tech-infused toys. In the Tinkering Toys issue: Build a Mobile Sandbox Excavator Going Pro: How to Make Your Toy a Reality Arduino and littleBits Team Up Teach Kids to Program with Robots Retro-Renaissance: A roundup of perennial toy favorites (Erector Set, Tinkertoys, and more) Nerf Sentry Gun Sound-Powered Drawbot

Book How Smart Machines Think

Download or read book How Smart Machines Think written by Sean Gerrish and published by MIT Press. This book was released on 2018-10-30 with total page 313 pages. Available in PDF, EPUB and Kindle. Book excerpt: Everything you've always wanted to know about self-driving cars, Netflix recommendations, IBM's Watson, and video game-playing computer programs. The future is here: Self-driving cars are on the streets, an algorithm gives you movie and TV recommendations, IBM's Watson triumphed on Jeopardy over puny human brains, computer programs can be trained to play Atari games. But how do all these things work? In this book, Sean Gerrish offers an engaging and accessible overview of the breakthroughs in artificial intelligence and machine learning that have made today's machines so smart. Gerrish outlines some of the key ideas that enable intelligent machines to perceive and interact with the world. He describes the software architecture that allows self-driving cars to stay on the road and to navigate crowded urban environments; the million-dollar Netflix competition for a better recommendation engine (which had an unexpected ending); and how programmers trained computers to perform certain behaviors by offering them treats, as if they were training a dog. He explains how artificial neural networks enable computers to perceive the world—and to play Atari video games better than humans. He explains Watson's famous victory on Jeopardy, and he looks at how computers play games, describing AlphaGo and Deep Blue, which beat reigning world champions at the strategy games of Go and chess. Computers have not yet mastered everything, however; Gerrish outlines the difficulties in creating intelligent agents that can successfully play video games like StarCraft that have evaded solution—at least for now. Gerrish weaves the stories behind these breakthroughs into the narrative, introducing readers to many of the researchers involved, and keeping technical details to a minimum. Science and technology buffs will find this book an essential guide to a future in which machines can outsmart people.

Book Early Childhood Environment Rating Scale  ECERS 3

Download or read book Early Childhood Environment Rating Scale ECERS 3 written by Thelma Harms and published by Teachers College Press. This book was released on 2014-11-01 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The long-anticipated new version of the internationally recognized Early Childhood Environment Rating Scale®, ECERS-3, focuses on the full range of needs of preschool- and kindergarten-aged children. This widely used, comprehensive assessment tool measures both environmental provisions and teacher-child interactions that affect the broad developmental needs of young children, including: Cognitive Social-emotional Physical Health and safety ECERS-3 also includes additional Items assessing developmentally appropriate literacy and math activities. Designed for preschool, kindergarten, and child care classrooms serving children 3 through 5 years of age, ECERS-3: Provides a smooth transition for those already using ECERS-R. Emphasizes the role of the teacher in creating an environment conducive to developmental gains. Is designed to predict child outcomes more accurately and with greater precision. Provides a stronger method of distinguishing between good and truly excellent programs. Offers a complete training program with ongoing support available at the Environment Rating Scales Institute (ERSI) website (www.ersi.info). ECERS-3 is appropriate for state and district-wide QRIS and continuous improvement; program evaluation by directors and supervisors; teacher self-evaluation; monitoring by agency staff; and teacher education. The established reliability and long term evidence of validity of the ERS family of instruments make this new version of ECERS particularly useful for RTTT-ELC accountability and research. Suitable for use in inclusive and culturally diverse programs, ECERS-3 subscales evaluate: Space and Furnishings Personal Care Routines Language and Literacy Learning Activities Interaction Program Structure

Book Code

    Book Details:
  • Author : Charles Petzold
  • Publisher : Microsoft Press
  • Release : 2022-08-02
  • ISBN : 0137909292
  • Pages : 563 pages

Download or read book Code written by Charles Petzold and published by Microsoft Press. This book was released on 2022-08-02 with total page 563 pages. Available in PDF, EPUB and Kindle. Book excerpt: The classic guide to how computers work, updated with new chapters and interactive graphics "For me, Code was a revelation. It was the first book about programming that spoke to me. It started with a story, and it built up, layer by layer, analogy by analogy, until I understood not just the Code, but the System. Code is a book that is as much about Systems Thinking and abstractions as it is about code and programming. Code teaches us how many unseen layers there are between the computer systems that we as users look at every day and the magical silicon rocks that we infused with lightning and taught to think." - Scott Hanselman, Partner Program Director, Microsoft, and host of Hanselminutes Computers are everywhere, most obviously in our laptops and smartphones, but also our cars, televisions, microwave ovens, alarm clocks, robot vacuum cleaners, and other smart appliances. Have you ever wondered what goes on inside these devices to make our lives easier but occasionally more infuriating? For more than 20 years, readers have delighted in Charles Petzold's illuminating story of the secret inner life of computers, and now he has revised it for this new age of computing. Cleverly illustrated and easy to understand, this is the book that cracks the mystery. You'll discover what flashlights, black cats, seesaws, and the ride of Paul Revere can teach you about computing, and how human ingenuity and our compulsion to communicate have shaped every electronic device we use. This new expanded edition explores more deeply the bit-by-bit and gate-by-gate construction of the heart of every smart device, the central processing unit that combines the simplest of basic operations to perform the most complex of feats. Petzold's companion website, CodeHiddenLanguage.com, uses animated graphics of key circuits in the book to make computers even easier to comprehend. In addition to substantially revised and updated content, new chapters include: Chapter 18: Let's Build a Clock! Chapter 21: The Arithmetic Logic Unit Chapter 22: Registers and Busses Chapter 23: CPU Control Signals Chapter 24: Jumps, Loops, and Calls Chapter 28: The World Brain From the simple ticking of clocks to the worldwide hum of the internet, Code reveals the essence of the digital revolution.

Book Mobile Services for Toy Computing

Download or read book Mobile Services for Toy Computing written by Patrick C. K. Hung and published by Springer. This book was released on 2015-08-24 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: The goal of this book is to crystallize the emerging mobile computing technologies and trends by focusing on the most promising solutions in services computing. The book will provide clear proof that mobile technologies are playing an increasingly important and critical role in supporting toy computing. The goal of this book is to bring together academics and practitioners to describe the use and synergy between the above-mentioned technologies. This book is intended for researchers and students working in computer science and engineering, as well as toy industry technology providers, having particular interests in mobile services.