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Universal Design in Video Games
  • Language: en
  • Pages: 310

Universal Design in Video Games

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DHM2020
  • Language: en
  • Pages: 452

DHM2020

  • Type: Book
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  • Published: 2020-09-11
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  • Publisher: IOS Press

Digital human modeling (DHM) is an active field of research directed towards the goal of creating detailed digital models of the human body and its functions, as well as assessment methods for evaluating human interaction with products and production systems. These have many applications in ergonomics, design and engineering, in fields as diverse as the automotive industry and medicine. This book presents the proceedings of the 6th International Digital Human Modeling Symposium (DHM2020), held in Skövde, Sweden from 31 August to 2 September 2020. The conference was also accessible online for those unable to attend in person because of restrictions due to the Covid-19 pandemic. The symposium...

HCI in Games
  • Language: en
  • Pages: 313

HCI in Games

None

Advances in Production Management Systems. Towards Smart and Digital Manufacturing
  • Language: en
  • Pages: 783

Advances in Production Management Systems. Towards Smart and Digital Manufacturing

The two-volume set IFIP AICT 591 and 592 constitutes the refereed proceedings of the International IFIP WG 5.7 Conference on Advances in Production Management Systems, APMS 2020, held in Novi Sad, Serbia, in August/September 2020. The 164 papers presented were carefully reviewed and selected from 199 submissions. They discuss globally pressing issues in smart manufacturing, operations management, supply chain management, and Industry 4.0. The papers are organized in the following topical sections: Part I: advanced modelling, simulation and data analytics in production and supply networks; advanced, digital and smart manufacturing; digital and virtual quality management systems; cloud-manufac...

Proceedings of the 17th European Conference on Game-Based Learning
  • Language: en
  • Pages: 950

Proceedings of the 17th European Conference on Game-Based Learning

These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topi...

ECGBL 2021 15th European Conference on Game-Based Learning
  • Language: en
HCI in Games: Serious and Immersive Games
  • Language: en
  • Pages: 401

HCI in Games: Serious and Immersive Games

This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of HCI-Games 2021, Part II are organized in topical sections named: Serious Games; Gamification and Learning; Mixed and Virtual Reality Games.

Human Interaction, Emerging Technologies and Future Systems V
  • Language: en
  • Pages: 1316

Human Interaction, Emerging Technologies and Future Systems V

This book reports on research and developments in human–technology interaction. A special emphasis is given to human–computer interaction and its implementation for a wide range of purposes such as health care, aerospace, telecommunication, and education, among others. The human aspects are analyzed in detail. Timely studies on human-centered design, wearable technologies, social and affective computing, augmented, virtual and mixed reality simulation, human rehabilitation, and biomechanics represent the core of the book. Emerging technology applications in business, security, and infrastructure are also critically examined, thus offering a timely, scientifically grounded, but also profe...

Virtual, Augmented and Mixed Reality
  • Language: en
  • Pages: 336

Virtual, Augmented and Mixed Reality

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Utilizing Gamification in Servicescapes for Improved Consumer Engagement
  • Language: en
  • Pages: 319

Utilizing Gamification in Servicescapes for Improved Consumer Engagement

  • Type: Book
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  • Published: 2020-01-03
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  • Publisher: IGI Global

As consumers increase their purchases from online retailers, businesses must find exceedingly innovative ways to increase customer engagement. While online gaming has become increasingly prevalent, motivating customers through the same means has gained greater importance for businesses. Utilizing Gamification in Servicescapes for Improved Consumer Engagement is a pivotal reference source that provides vital research on employing various gamification mechanics to alter and enhance certain behaviors in marketing contexts. While highlighting topics such as online gaming, user engagement, and target marketing, this book is ideally designed for retailers, advertisers, marketers, promotion coordinators, industry professionals, business executives, managers, researchers, academicians, and students seeking current research on bridging servicescapes and marketing literature with gamification.