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Games for Health
  • Language: en
  • Pages: 308

Games for Health

Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.

Games for Health 2014
  • Language: en
  • Pages: 153

Games for Health 2014

  • Type: Book
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  • Published: 2014-10-28
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  • Publisher: Springer

Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.

Interrogating Datafication
  • Language: en
  • Pages: 311

Interrogating Datafication

What constitutes a data practice and how do contemporary digital media technologies reconfigure our understanding of practices in general? Autonomously acting media, distributed digital infrastructures, and sensor-based media environments challenge the conditions of accounting for data practices both theoretically and empirically. Which forms of cooperation are constituted in and by data practices? And how are human and nonhuman agencies distributed and interrelated in data-saturated environments? The volume collects theoretical, empirical, and historiographical contributions from a range of international scholars to shed light on the current shift from media to data practices.

Carmen Abroad
  • Language: en
  • Pages: 387

Carmen Abroad

  • Categories: Art

A transnational history of the performance, reception, translation, adaptation and appropriation of Bizet's Carmen from 1875 to 1945. This volume explores how Bizet's opera swiftly travelled the globe, and how the story, the music, the staging and the singers appealed to audiences in diverse contexts.

Time for mapping
  • Language: en
  • Pages: 289

Time for mapping

This electronic version has been made available under a Creative Commons (BY-NC-ND) open access license. Maps take place in time as well as representing space. The Google map on your smartphone appears to fix the world, serving as a practical spatial tool, but in practice is deployed in ways that draw attention to memories, rhythm, synchronicity, sequence and duration. This interdisciplinary collection focuses on how these temporal aspects of mapping might be understood, at a time when mapping technologies have been profoundly changed by digital developments. It contrasts different aspects of this temporality, bringing together experts from critical cartography, media studies and science and technology studies. Together the chapters offer a unique interdisciplinary focus revealing the complex and social ways in which time in wrapped up with digital technologies and revealed in everyday mapping tasks: from navigating across cities, to serving as scientific groundings for news stories; from managing smart cities, to visual art practice. It brings time back into the map!

Serious Games Development and Applications
  • Language: en
  • Pages: 269

Serious Games Development and Applications

  • Type: Book
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  • Published: 2012-09-18
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  • Publisher: Springer

This book constitutes the refereed proceedings of the 3rd International Conference on Serious Games Development and Applications, SGDA 2012, held in Bremen, Germany in September 2012. The 22 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers cover various topics on serious games including engineering, education, health care, military applications, game design, game study, game theories, virtual reality, 3D visualisation and medical applications of games technology.

Good Data
  • Language: en
  • Pages: 372

Good Data

  • Type: Book
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  • Published: 2019-01-23
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  • Publisher: Lulu.com

Moving away from the strong body of critique of pervasive ?bad data? practices by both governments and private actors in the globalized digital economy, this book aims to paint an alternative, more optimistic but still pragmatic picture of the datafied future. The authors examine and propose ?good data? practices, values and principles from an interdisciplinary, international perspective. From ideas of data sovereignty and justice, to manifestos for change and calls for activism, this collection opens a multifaceted conversation on the kinds of futures we want to see, and presents concrete steps on how we can start realizing good data in practice.

Law, Video Games, Virtual Realities
  • Language: en
  • Pages: 290

Law, Video Games, Virtual Realities

  • Categories: Law

This edited volume explores the intersection between the coded realm of the video game and the equally codified space of law through an insightful collection of critical readings. Law is the ultimate multiplayer role-playing game. Involving a process of world-creation, law presents and codifies the parameters of licit and permitted behaviour, requiring individuals to engage their roles as a legal subject – the player-avatar of law – in order to be recognised, perform legal actions, activate rights or fulfil legal duties. Although traditional forms of law (copyright, property, privacy, freedom of expression) externally regulate the permissible content, form, dissemination, rights and behaviours of game designers, publishers, and players, this collection examines how players simulate, relate, and engage with environments and experiences shaped by legality in the realm of video game space. Featuring critical readings of video games as a means of understanding law and justice, this book contributes to the developing field of cultural legal studies, but will also be of interest to other legal theorists, socio-legal scholars, and games theorists.

Performing Contemporary Childhoods
  • Language: en
  • Pages: 193

Performing Contemporary Childhoods

Performing Contemporary Childhoods: Being and Becoming a Viral Child examines the changing nature of contemporary childhoods by exploring how children’s and young people’s digital media create new ideas about youth agency. Visual cultures of childhood have been traditionally traced in photography. Material cultures of childhood have been likewise traced in archives, scripts and even toys. This book shows that performance cultures and their digital literacies – expressed in viral forms such as TikTok dance challenges, tweets and viral GIFs – create new ideas about childhood by positioning young people as authors and owners of their self-representations. With the global pandemic in its immediate backdrop, the book finds that reshaped social relations and a context of crisis in our political, social and ecological realms cultivate nostalgia for ideals of innocent childhood that only promise to be disrupted by the complex, ambiguous and ultimately resistive acts young people appear to generate for and about themselves. This book is ideal for students and scholars of childhood studies, performance studies, social and cultural history and visual and digital culture.

The Oxford Handbook of Cinematic Listening
  • Language: en
  • Pages: 789

The Oxford Handbook of Cinematic Listening

The Oxford Handbook of Cinematic Listening explores the intersection between the history of listening and the history of the moving image. Featuring established and emergent scholars from musicology, film studies, and literary studies, ethnomusicology and sound studies, popular music,sociology, media and communications, and psychology, this Handbook offers a wide range of case studies and methodological perspectives on the archaeologies, aesthetics, and extensions of cinematic listening.Chapters are structured around six themes: Part I ("Genealogies and Beginnings") considers film sound in light of pre-existing genres such as opera and shadow theatre, and explores changes in listening taking...