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Considerable attention has recently been focused on the importance of social networks and business culture in reducing transaction costs, both in the pre-industrial period and during the nineteenth century. This book brings together twelve original contributions by scholars in the United Kingdom, continental Europe, and North America which represent important and innovative research on this topic. They cover two broad themes. First, the role of business culture in determining commercial success, in particular the importance of familial, religious, ethnic and associational connections in the working lives of merchants and the impact of business practices on family life. Second, the wider inst...
Decades of brain imaging experiments have revealed important insights into the architecture of the human brain and the detailed anatomic basis for the neural dynamics supporting human cognition. However, technical restrictions of traditional brain imaging approaches including functional magnetic resonance tomography (fMRI), positron emission tomography (PET), and magnetoencephalography (MEG) severely limit participants’ movements during experiments. As a consequence, our knowledge of the neural basis of human cognition is rooted in a dissociation of human cognition from what is arguably its foremost, and certainly its evolutionarily most determinant function, organizing our behavior so as ...
th The 14 International Conference on Knowledge-Based and Intelligent Information and Engineering Systems was held during September 8–10, 2010 in Cardiff, UK. The conference was organized by the School of Engineering at Cardiff University, UK and KES International. KES2010 provided an international scientific forum for the presentation of the - sults of high-quality research on a broad range of intelligent systems topics. The c- ference attracted over 360 submissions from 42 countries and 6 continents: Argentina, Australia, Belgium, Brazil, Bulgaria, Canada, Chile, China, Croatia, Czech Republic, Denmark, Finland, France, Germany, Greece, Hong Kong ROC, Hungary, India, Iran, Ireland, Israe...
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 ...
This book constitutes the proceedings of the First Joint International Conference on Serious Games, JCSG 2015, held in Huddersfield, UK, in June 2015. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays. The total of 12 full papers and 5 short papers was carefully reviewed and selected from 31 submissions. The book also contains one full invited talk. The papers were organized in topical sections named: games for health; games for learning; games for other purposes; game design and development; and poster and demo papers.
On the fiftieth anniversary of Dungeons & Dragons, a collection of essays that explores and celebrates the game’s legacy and its tremendous impact on gaming and popular culture. In 2024, the enormously influential tabletop role-playing game Dungeons & Dragons—also known as D&D—celebrates its fiftieth anniversary. To mark the occasion, editors Premeet Sidhu, Marcus Carter, and José Zagal have assembled an edited collection that celebrates and reflects on important parts of the game’s past, present, and future. Each chapter in Fifty Years of Dungeons & Dragons explores why the nondigital game is more popular than ever—with sales increasing 33 percent during the COVID-19 pandemic, de...
This book constitutes the refereed proceedings of the Second International Conference on Games and Learning Alliance, GALA 2013, held in Paris, France, in October 2013. The 25 revised papers presented together with 9 poster papers were carefully reviewed and selected from numerous submissions. The papers advance the state of the art in the technologies and knowledge available to support development and deployment of serious games. They are organized in 3 research tracks on design, technology and application. Also included is the outcome of a GALA workshop on a widely applied instructional design model: 4C-ID.
Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.
This book is about the promotion and development of digital solutions for inclusive education, including a variety of hardware, software, digital learning materials, and digital learning content currently available on the market. All of these technological solutions serve as support materials and building blocks for inclusive learning environments but, at the same time, can involve hidden risks which may inadvertently create even greater gaps in inclusive education. This book provides strategies and methodologies that promote the development of opportunities for using digital technologies to support inclusive education. It provides an, understanding how to close the current digital gap while ensuring that the digital technologies selected do not support new risks of exclusion from the digital learning environment, strengthening and augmenting the already existing digital divide.