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EBookClubs

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Book Proceedings of the 4th International Conference on Foundations of Digital Games

Download or read book Proceedings of the 4th International Conference on Foundations of Digital Games written by Association for Computing Machinery and published by . This book was released on 2009-04-26 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: FDG '09: International Conference on the Foundations of Digital Games (formerly known as: GDCSE) Apr 26, 2009-Apr 30, 2009 Port Canaveral, USA. You can view more information about this proceeding and all of ACMs other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.

Book Proceedings of the 6th International Conference on Big Data and Internet of Things

Download or read book Proceedings of the 6th International Conference on Big Data and Internet of Things written by Mohamed Lazaar and published by Springer Nature. This book was released on 2023-03-28 with total page 607 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a collection of papers that were presented at the 6th International Conference on Big Data Cloud and Internet of Things, BDIoT 2022. The conference took place on October 25-27, 2022, Tangier, Morocco. The book consisted of 49 chapters, which correspond to the four major areas that are covered during the conference, namely Big Data & Cloud Computing, Cybersecurity, Machine Learning, Deep Learning, E-Learning, Internet of Things, Information System and Natural Language Processing. Every year BDIoT attracted researchers from all over the world, and this year was not an exception – the authors received 98 submissions from 7 countries. More importantly, there were participants from many countries, which indicates that the conference is truly gaining more and more international recognition as it brought together a vast number of specialists who represented the aforementioned fields and share information about their newest projects. Since the authors strived to make the conference presentations and proceedings of the highest quality possible, the authors only accepted papers that presented the results of various investigations directed to the discovery of new scientific knowledge in the area of Big Data, IoT and their applications. All the papers were reviewed and selected by the Program Committee, which comprised 96 reviewers from over 58 academic institutions. As usual, each submission was reviewed following a double process by at least two reviewers. When necessary, some of the papers were reviewed by three or four reviewers. Authors’ deepest thanks and appreciation go to all the reviewers for devoting their precious time to produce truly through reviews and feedback to the authors.

Book Proceedings of 6th International Conference in Software Engineering for Defence Applications

Download or read book Proceedings of 6th International Conference in Software Engineering for Defence Applications written by Paolo Ciancarini and published by Springer. This book was released on 2019-03-18 with total page 334 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents high-quality original contributions on new software engineering models, approaches, methods, and tools and their evaluation in the context of defence and security applications. In addition, important business and economic aspects are discussed, with a particular focus on cost/benefit analysis, new business models, organizational evolution, and business intelligence systems. The contents are based on presentations delivered at SEDA 2018, the 6th International Conference in Software Engineering for Defence Applications, which was held in Rome, Italy, in June 2018. This conference series represents a targeted response to the growing need for research that reports and debates the practical implications of software engineering within the defence environment and also for software performance evaluation in real settings through controlled experiments as well as case and field studies. The book will appeal to all with an interest in modeling, managing, and implementing defence-related software development products and processes in a structured and supportable way.

Book Proceedings of the Fifth International Conference on the Foundations of Digital Games

Download or read book Proceedings of the Fifth International Conference on the Foundations of Digital Games written by Association for Computing Machinery and published by . This book was released on 2010-06-19 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: FDG '10: International Conference on the Foundations of Digital Games Jun 19, 2010-Jun 21, 2010 Pacific Grove, USA. You can view more information about this proceeding and all of ACMs other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.

Book Entertainment Computing     ICEC 2021

Download or read book Entertainment Computing ICEC 2021 written by Jannicke Baalsrud Hauge and published by Springer Nature. This book was released on 2021-10-31 with total page 549 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 20th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2021, which was supposed to take place in Coimbra, Portugal, in November 2021. The 26 full papers, 13 short papers and 11 other papers presented were carefully reviewed and selected from 84 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.

Book Integrating Cognitive Architectures into Virtual Character Design

Download or read book Integrating Cognitive Architectures into Virtual Character Design written by Turner, Jeremy Owen and published by IGI Global. This book was released on 2016-06-06 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive architectures represent an umbrella term to describe ways in which the flow of thought can be engineered towards cerebral and behavioral outcomes. Cognitive Architectures are meant to provide top-down guidance, a knowledge base, interactive heuristics and concrete or fuzzy policies for which the virtual character can utilize for intelligent interaction with his/her/its situated virtual environment. Integrating Cognitive Architectures into Virtual Character Design presents emerging research on virtual character artificial intelligence systems and procedures and the integration of cognitive architectures. Emphasizing innovative methodologies for intelligent virtual character integration and design, this publication is an ideal reference source for graduate-level students, researchers, and professionals in the fields of artificial intelligence, gaming, and computer science.

Book Artificial Intelligence  Concepts  Methodologies  Tools  and Applications

Download or read book Artificial Intelligence Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2016-12-12 with total page 3048 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ongoing advancements in modern technology have led to significant developments in artificial intelligence. With the numerous applications available, it becomes imperative to conduct research and make further progress in this field. Artificial Intelligence: Concepts, Methodologies, Tools, and Applications provides a comprehensive overview of the latest breakthroughs and recent progress in artificial intelligence. Highlighting relevant technologies, uses, and techniques across various industries and settings, this publication is a pivotal reference source for researchers, professionals, academics, upper-level students, and practitioners interested in emerging perspectives in the field of artificial intelligence.

Book Handbook of Research on the Societal Impact of Digital Media

Download or read book Handbook of Research on the Societal Impact of Digital Media written by Guzzetti, Barbara and published by IGI Global. This book was released on 2015-08-27 with total page 823 pages. Available in PDF, EPUB and Kindle. Book excerpt: The evolution of digital media has enhanced global perspectives in all facets of communication, greatly increasing the range, scope, and accessibility of shared information. Due to the tremendously broad-reaching influence of digital media, its impact on learning, behavior, and social interaction has become a widely discussed topic of study, synthesizing the research of academic scholars, community educators, and developers of civic programs. The Handbook of Research on the Societal Impact of Digital Media is an authoritative reference source for recent developments in the dynamic field of digital media. This timely publication provides an overview of technological developments in digital media and their myriad applications to literacy, education, and social settings. With its extensive coverage of issues related to digital media use, this handbook is an essential aid for students, instructors, school administrators, and education policymakers who hope to increase and optimize classroom incorporation of digital media. This innovative publication features current empirical studies and theoretical frameworks addressing a variety of topics including chapters on instant messaging, podcasts, video sharing, cell phone and tablet applications, e-discussion lists, e-zines, e-books, e-textiles, virtual worlds, social networking, cyberbullying, and the ethical issues associated with these new technologies.

Book Online Games  Social Narratives

Download or read book Online Games Social Narratives written by Esther MacCallum-Stewart and published by Routledge. This book was released on 2014-06-13 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: The study of online gaming is changing. It is no longer enough to analyse one type of online community in order to understand the plethora of players who take part in online worlds and the behaviours they exhibit. MacCallum-Stewart studies the different ways in which online games create social environments and how players choose to interpret these. These games vary from the immensely popular social networking games on Facebook such as Farmville to Massively Multiplayer Online Roleplaying Games to "Free to Play" online gaming and console communities such as players of Xbox Live and PS3 games. Each chapter deals with a different aspect of social gaming online, breaking down when games are social and what narrative devices make them so. This cross-disciplinary study will appeal to those interested in cyberculture, the evolution of gaming technology, and sociologies of media.

Book New Perspectives on the Social Aspects of Digital Gaming

Download or read book New Perspectives on the Social Aspects of Digital Gaming written by Rachel Kowert and published by Routledge. This book was released on 2017-02-10 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.

Book Funology 2

    Book Details:
  • Author : Mark Blythe
  • Publisher : Springer
  • Release : 2018-07-20
  • ISBN : 331968213X
  • Pages : 561 pages

Download or read book Funology 2 written by Mark Blythe and published by Springer. This book was released on 2018-07-20 with total page 561 pages. Available in PDF, EPUB and Kindle. Book excerpt: How should we understand and design for fun as a User Experience? This new edition of a classic book is for students, designers and researchers who want to deepen their understanding of fun in the context of HCI. The 2003 edition was the first book to do this and has been influential in broadening the field. It is the most downloaded book in the Springer HCI Series. This edition adds 14 new chapters that go well beyond the topics considered in 2003. New chapter topics include: online dating, interactive rides, wellbeing, somaesthetics, design fiction, critical design and participatory design methods. The first edition chapters are also reprinted, with new notes by their authors setting the context in which the 2003 chapter was written and explaining the developments since then. Taken with the new chapters this adds up to a total of 35 theoretical and practical chapters written by the most influential thinkers from academia and industry in this field.

Book Chatbot Research and Design

    Book Details:
  • Author : Asbjørn Følstad
  • Publisher : Springer Nature
  • Release :
  • ISBN : 3031549759
  • Pages : 226 pages

Download or read book Chatbot Research and Design written by Asbjørn Følstad and published by Springer Nature. This book was released on with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Serious Games Analytics

    Book Details:
  • Author : Christian Sebastian Loh
  • Publisher : Springer
  • Release : 2015-06-13
  • ISBN : 3319058347
  • Pages : 497 pages

Download or read book Serious Games Analytics written by Christian Sebastian Loh and published by Springer. This book was released on 2015-06-13 with total page 497 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize learning and training success. But how would stakeholders know what play-learners have done in the game environment, and if the actions performance brings about learning? Could they be playing the game for fun, really learning with evidence of performance improvement, or simply gaming the system, i.e., finding loopholes to fake that they are making progress? This volume endeavors to answer these questions.

Book Computer Games and Software Engineering

Download or read book Computer Games and Software Engineering written by Kendra M. L. Cooper and published by CRC Press. This book was released on 2015-05-08 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in non-entertainment domains, thus share a common interest with software engineers and developers on how to

Book Towards Learning and Instruction in Web 3 0

Download or read book Towards Learning and Instruction in Web 3 0 written by Pedro Isaias and published by Springer Science & Business Media. This book was released on 2011-12-15 with total page 334 pages. Available in PDF, EPUB and Kindle. Book excerpt: Towards Learning and instruction in Web 3.0, which includes selected expanded papers from CELDA (Cognition and Exploratory Learning in the Digital Age) 2010 (http://www.celda-conf.org/) addresses the main issues concerned with evolving learning processes, innovative pedagogies, and technology-based educational applications in the digital age. The convergence of these two disciplines continues to increase and in turn, affects the academic and professional spheres in numerous ways. Towards Learning and Instruction in Web 3.0 addresses paradigms such as just-in-time learning, constructivism, student-centered learning and collaborative approaches which have emerged and are being supported by technological advancements such as simulations,virtual reality and multi-agents systems. This volume touches on both technological as well as psychological and pedagogical issues related to the developments of Web 3.0.