EBookClubs

Read Books & Download eBooks Full Online

EBookClubs

Read Books & Download eBooks Full Online

Book Serious Games and Edutainment Applications

Download or read book Serious Games and Edutainment Applications written by Minhua Ma and published by Springer Science & Business Media. This book was released on 2011-12-10 with total page 502 pages. Available in PDF, EPUB and Kindle. Book excerpt: The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.

Book Simulations  Serious Games and Their Applications

Download or read book Simulations Serious Games and Their Applications written by Yiyu Cai and published by Springer Science & Business Media. This book was released on 2013-11-08 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the state of the art technology in Serious Games which is driven extensive by applications and research in simulation. The topics in this book include: (1) Fashion simulation; (2) Chinese calligraphy ink diffusion simulation; (3) Rehabilitation (4) Long vehicle turning simulation; (5) Marine traffic conflict control; (6) CNC simulation; (7) Special needs education. The book also addresses the fundamental issues in Simulation and Serious Games such as rapid collision detection, game engines or game development platforms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games and Simulation. The major part of this book comprises of papers presented at the 2012 Asia-Europe Workshop on Serious Games and Simulation held in Nanyang Technological University, Singapore (May 9, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.

Book Hostile Intent and Counter Terrorism

Download or read book Hostile Intent and Counter Terrorism written by Glyn Lawson and published by CRC Press. This book was released on 2017-09-18 with total page 373 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume presents world-leading ideas and research that explores some of the most prominent topics relevant to detecting terrorism. The book is divided into six key themes: conceptualising terrorism, deception and decision making, social and cultural factors in terrorism, modelling hostile intent, strategies for counter-terrorism, and future directions. Twenty two chapters cover the spectrum of detecting terrorist activities, hostile intent, crowded public spaces and suspicious behaviour. The work draws from high impact research findings and presents case-studies to help communicate concepts. Specific areas of interest include methodological issues in counter-terrorism, counter terrorism policy and its impact on end users, novel research methods and innovative technologies in counter-terrorism. A variety of disciplines are represented by this work, including: ergonomics/human factors, psychology, criminology, cognitive science, sociology, political theory, art/design, engineering and computer science. This book not only expands the knowledge base of the subject area and is therefore of prime relevance to researchers investigating counter-terrorism, but provides a valuable resource to security stakeholders at policy and practitioner levels.

Book Digital Systems for Open Access to Formal and Informal Learning

Download or read book Digital Systems for Open Access to Formal and Informal Learning written by Demetrios G. Sampson and published by Springer. This book was released on 2014-07-17 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today, Digital Systems and Services for Technology Supported Learning and Education are recognized as the key drivers to transform the way that individuals, groups and organizations “learn” and the way to “assess learning” in 21st Century. These transformations influence: Objectives - moving from acquiring new “knowledge” to developing new and relevant “competences”; Methods – moving from “classroom” based teaching to “context-aware” personalized learning; and Assessment – moving from “life-long” degrees and certifications to “on-demand” and “in-context” accreditation of qualifications. Within this context, promoting Open Access to Formal and Informal Learning, is currently a key issue in the public discourse and the global dialogue on Education, including Massive Open Online Courses (MOOCs) and Flipped School Classrooms. This volume on Digital Systems for Open Access to Formal and Informal Learning contributes to the international dialogue between researchers, technologists, practitioners and policy makers in Technology Supported Education and Learning. It addresses emerging issues related with both theory and practice, as well as, methods and technologies that can support Open Access to Formal and Informal Learning. In the twenty chapters contributed by international experts who are actively shaping the future of Educational Technology around the world, topics such as: - The evolution of University Open Courses in Transforming Learning - Supporting Open Access to Teaching and Learning of People with Disabilities - Assessing Student Learning in Online Courses - Digital Game-based Learning for School Education - Open Access to Virtual and Remote Labs for STEM Education - Teachers’ and Schools’ ICT Competence Profiling - Web-Based Education and Innovative Leadership in a K-12 International School Setting are presented. An in-depth blueprint of the promise, potential, and imminent future of the field, Digital Systems for Open Access to Formal and Informal Learning is necessary reading for researchers and practitioners, as well as, undergraduate and postgraduate students, in educational technology.

Book Media Networks

    Book Details:
  • Author : Hassnaa Moustafa
  • Publisher : CRC Press
  • Release : 2016-04-19
  • ISBN : 1439877297
  • Pages : 555 pages

Download or read book Media Networks written by Hassnaa Moustafa and published by CRC Press. This book was released on 2016-04-19 with total page 555 pages. Available in PDF, EPUB and Kindle. Book excerpt: A rapidly growing number of services and applications along with a dramatic shift in users' consumption models have made media networks an area of increasing importance. Do you know all that you need to know?Supplying you with a clear understanding of the technical and deployment challenges, Media Networks: Architectures, Applications, and Standard

Book Gaming the System

    Book Details:
  • Author : David J. Gunkel
  • Publisher : Indiana University Press
  • Release : 2018-05-09
  • ISBN : 0253035732
  • Pages : 216 pages

Download or read book Gaming the System written by David J. Gunkel and published by Indiana University Press. This book was released on 2018-05-09 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: 1. This extremely multidisciplinary book engages descriptive and prescriptive methods of study to video games, drawing heavily on philosophical traditions. It will have appeal outside of Film & Media and Philosophy to other areas of scholarly research including Sociology, Anthropology and Political Science. 2.The author is a senior scholar with extensive publications that explore the intersection of philosophy and ethics with digital games and reality. He has a strong presence on Facebook and Twitter as well as a well-designed personal website. He has historically be very engaged with his own digital and social media marketing for books he authors and plans to do the same for this title. 3. The author works to debunk and reframe what readers think they know about video games and digital culture, showing that it is wrong (or at least misguided) and that the important questions are often far more interesting and potentially disturbing than anticipated.

Book The Ethics of Playing  Researching  and Teaching Games in the Writing Classroom

Download or read book The Ethics of Playing Researching and Teaching Games in the Writing Classroom written by Richard Colby and published by Springer Nature. This book was released on 2021-01-27 with total page 339 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.

Book Developments in Current Game Based Learning Design and Deployment

Download or read book Developments in Current Game Based Learning Design and Deployment written by Felicia, Patrick and published by IGI Global. This book was released on 2012-07-31 with total page 454 pages. Available in PDF, EPUB and Kindle. Book excerpt: Educational gaming is becoming more popular at universities, in the military, and in private business. Multidisciplinary research which explores the cognitive and psychological aspects that underpin successful educational video games is therefore necessary to ensure proper curriculum design and positive learning outcomes. Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.

Book Foundations of Biomedical Knowledge Representation

Download or read book Foundations of Biomedical Knowledge Representation written by Arjen Hommersom and published by Springer. This book was released on 2016-01-07 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: Medicine and health care are currently faced with a significant rise in their complexity. This is partly due to the progress made during the past three decades in the fundamental biological understanding of the causes of health and disease at the molecular, (sub)cellular, and organ level. Since the end of the 1970s, when knowledge representation and reasoning in the biomedical field became a separate area of research, huge progress has been made in the development of methods and tools that are finally able to impact on the way medicine is being practiced. Even though there are huge differences in the techniques and methods used by biomedical researchers, there is now an increasing tendency to share research results in terms of formal knowledge representation methods, such as ontologies, statistical models, network models, and mathematical models. As there is an urgent need for health-care professionals to make better decisions, computer-based support using this knowledge is now becoming increasingly important. It may also be the only way to integrate research results from the different parts of the spectrum of biomedical and clinical research. The aim of this book is to shed light on developments in knowledge representation at different levels of biomedical application, ranging from human biology to clinical guidelines, and using different techniques, from probability theory and differential equations to logic. The book starts with two introductory chapters followed by 18 contributions organized in the following topical sections: diagnosis of disease; monitoring of health and disease and conformance; assessment of health and personalization; prediction and prognosis of health and disease; treatment of disease; and recommendations.

Book Wireless Computing in Medicine

Download or read book Wireless Computing in Medicine written by Mary Mehrnoosh Eshaghian-Wilner and published by John Wiley & Sons. This book was released on 2016-07-05 with total page 657 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides a comprehensive overview of wireless computing in medicine, with technological, medical, and legal advances This book brings together the latest work of leading scientists in the disciplines of Computing, Medicine, and Law, in the field of Wireless Health. The book is organized into three main sections. The first section discusses the use of distributed computing in medicine. It concentrates on methods for treating chronic diseases and cognitive disabilities like Alzheimer’s, Autism, etc. It also discusses how to improve portability and accuracy of monitoring instruments and reduce the redundancy of data. It emphasizes the privacy and security of using such devices. The role of mobile sensing, wireless power and Markov decision process in distributed computing is also examined. The second section covers nanomedicine and discusses how the drug delivery strategies for chronic diseases can be efficiently improved by Nanotechnology enabled materials and devices such as MENs and Nanorobots. The authors will also explain how to use DNA computation in medicine, model brain disorders and detect bio-markers using nanotechnology. The third section will focus on the legal and privacy issues, and how to implement these technologies in a way that is a safe and ethical. Defines the technologies of distributed wireless health, from software that runs cloud computing data centers, to the technologies that allow new sensors to work Explains the applications of nanotechnologies to prevent, diagnose and cure disease Includes case studies on how the technologies covered in the book are being implemented in the medical field, through both the creation of new medical applications and their integration into current systems Discusses pervasive computing’s organizational benefits to hospitals and health care organizations, and their ethical and legal challenges Wireless Computing in Medicine: From Nano to Cloud with Its Ethical and Legal Implications is written as a reference for computer engineers working in wireless computing, as well as medical and legal professionals. The book will also serve students in the fields of advanced computing, nanomedicine, health informatics, and technology law.

Book Advances in Computer Science and Information Technology  Computer Science and Engineering

Download or read book Advances in Computer Science and Information Technology Computer Science and Engineering written by Natarajan Meghanathan and published by Springer. This book was released on 2012-04-24 with total page 683 pages. Available in PDF, EPUB and Kindle. Book excerpt: The three volume set LNICST 84 - LNICST 86 constitute the refereed proceedings ofthe Second International Conference on Computer Science and InformationTechnology, CCSIT 2012, held in Bangalore, India, in January 2012. The 70 revised full papers presented in this volume were carefullyreviewed and selected from numerous submissions and address all major fields ofthe Computer Science and Information Technology in theoretical, methodological,and practical or applicative aspects. The papers feature cutting-edge developmentand current research in computer science and engineering.

Book Virtual  Augmented Reality and Serious Games for Healthcare 1

Download or read book Virtual Augmented Reality and Serious Games for Healthcare 1 written by Minhua Ma and published by Springer Science & Business. This book was released on 2014-04-25 with total page 570 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.

Book Artificial Intelligence   Games

Download or read book Artificial Intelligence Games written by Georgi Togeli and published by A G Printing & Publishing. This book was released on 2024-09-03 with total page 390 pages. Available in PDF, EPUB and Kindle. Book excerpt: As has been pointed out by several industrial game AI developers the lack of behavioral modularity across games and in-game tasks is detrimental for the development of high quality AI [605, 171]. An increasingly popular method for ad-hoc behavior authoring that eliminates the modularity limitations of FSMs and BTs is the utility-based AI approach which can be used for the design of control and decision making systems in games [425, 557]. Following this approach, instances in the game get assigned a particular utility function that gives a value for the importance of the particular instance [10, 169]. For instance, the importance of an enemy being present at a particular distance or the importance of an agent’s health being low in this particular context. Given the set of all utilities available to an agent and all the options it has, utility-based AI decides which is the most important option it should consider at this moment [426]. The utility-based approach is grounded in the utility theory of economics and is based on utility function design. The approach is similar to the design of membership functions in a fuzzy set. A utility can measure anything from observable objective data (e.g., enemy health) to subjective notions such as emotions, mood and threat. The various utilities about possible actions or decisions can be aggregated into linear or non-linear formulas and guide the agent to take decisions based on the aggregated utility. The utility values can be checked every n frames of the game. So while FSMs and BTs would examine one decision at a time, utility-based AI architectures

Book Gamification for Human Factors Integration  Social  Education  and Psychological Issues

Download or read book Gamification for Human Factors Integration Social Education and Psychological Issues written by Bishop, Jonathan and published by IGI Global. This book was released on 2014-01-31 with total page 362 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online. Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practices for promoting positive behavior online through gamification applications in social, educational, and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals, and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.

Book Entertainment Computing and Serious Games

Download or read book Entertainment Computing and Serious Games written by Ralf Dörner and published by Springer. This book was released on 2016-10-05 with total page 549 pages. Available in PDF, EPUB and Kindle. Book excerpt: The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.

Book Springer Handbook of Augmented Reality

Download or read book Springer Handbook of Augmented Reality written by Andrew Yeh Ching Nee and published by Springer Nature. This book was released on 2023-01-01 with total page 919 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Springer Handbook of Augmented Reality presents a comprehensive and authoritative guide to augmented reality (AR) technology, its numerous applications, and its intersection with emerging technologies. This book traces the history of AR from its early development, discussing the fundamentals of AR and its associated science. The handbook begins by presenting the development of AR over the last few years, mentioning the key pioneers and important milestones. It then moves to the fundamentals and principles of AR, such as photogrammetry, optics, motion and objects tracking, and marker-based and marker-less registration. The book discusses both software toolkits and techniques and hardware related to AR, before presenting the applications of AR. This includes both end-user applications like education and cultural heritage, and professional applications within engineering fields, medicine and architecture, amongst others. The book concludes with the convergence of AR with other emerging technologies, such as Industrial Internet of Things and Digital Twins. The handbook presents a comprehensive reference on AR technology from an academic, industrial and commercial perspective, making it an invaluable resource for audiences from a variety of backgrounds.

Book Emotion in Games

    Book Details:
  • Author : Kostas Karpouzis
  • Publisher : Springer
  • Release : 2016-11-02
  • ISBN : 3319413163
  • Pages : 344 pages

Download or read book Emotion in Games written by Kostas Karpouzis and published by Springer. This book was released on 2016-11-02 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence.