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Entertainment Computing and Serious Games
  • Language: en
  • Pages: 490

Entertainment Computing and Serious Games

This book constitutes the refereed proceedings of the First IFIP TC 14 Joint International Conference on Entertainment Computing and Serious Games, ICEC-JCSG 2019, held in Arequipa, Peru, in November 2019. The 26 full papers, 5 short papers, and 16 poster, demonstration, and workshop papers presented were carefully reviewed and selected from 88 submissions. They cover a large range of topics at the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology, and numerous serious application domains. The papers are organized in the following topical sections: mixed reality; virtual reality; entertainment algorithms; game design and development; interaction technologies; measurement and effects; and serious game applications.

Entertainment Computing – ICEC 2022
  • Language: en
  • Pages: 456

Entertainment Computing – ICEC 2022

This book constitutes the refereed proceedings of the 21sth IFIP TC 14 International Conference on Entertainment Computing, ICEC 2022, which was supposed to take place in Bremen, Germany, in November 2022. The 13 full papers, 13 short papers and 12 other papers presented were carefully reviewed and selected from 72 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.

Entertainment Computing – ICEC 2023
  • Language: en
  • Pages: 531

Entertainment Computing – ICEC 2023

This book constitutes the refereed proceedings of the 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, which was held in Bologna, Italy, during November 15–17, 2023. The 13 full papers and 5 short papers presented in this book were carefully reviewed and selected from 85 submissions. They cover a large range of topics in the following thematic areas: Game Experience; Player Engagement and Analysis; Serious Gameplay; Entertainment Methods and Tools; Extended Reality; Game Design; Interactive Entertainment; Student Game Competition; Workshops and Tutorials; and Aesthetics and Empowerment. .

Leading Issues in Games Based Learning
  • Language: en
  • Pages: 207

Leading Issues in Games Based Learning

It has been said that the future will never be the same again, which is undoubtedly true, as is the statement that learning will never the same again. Many of the old rules of learning are being swept away and it is increasingly realised that knowledge of “fact” is less important than understanding of situations. It is now well established that understanding can be facilitated by simulation, which is one of the principles on which games-based learning is founded. Games-based learning is also important because there is so much pressure on the teaching resources available. Demand for learning has never been greater and it is likely to continue to grow exponentially. In this environment gam...

Parallel Database Systems
  • Language: en
  • Pages: 452

Parallel Database Systems

This volume presents the proceedings of a workshop on parallel database systems organized by the PRISMA (Parallel Inference and Storage Machine) project. The invited contributions by internationally recognized experts give a thorough survey of several aspects of parallel database systems. The second part of the volume gives an in-depth overview of the PRISMA system. This system is based on a parallel machine, where the individual processors each have their own local memory and communicate with each other over a packet-switched network. On this machine a parallel object-oriented programming language, POOL-X, has been implemented, which provides dedicated support for database systems as well as general facilities for parallel programming. The POOL-X system then serves as a platform for a complete relational main-memory database management system, which uses the parallelism of the machine to speed up significantly the execution of database queries. The presentation of the PRISMA system, together with the invited papers, gives a broad overview of the state of the art in parallel database systems.

Human-Computer Interaction -- INTERACT 2011
  • Language: en
  • Pages: 723

Human-Computer Interaction -- INTERACT 2011

  • Type: Book
  • -
  • Published: 2011-09-01
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  • Publisher: Springer

The four-volume set LNCS 6946-6949 constitutes the refereed proceedings of the 13th IFIP TC13 International Conference on Human-Computer Interaction, INTERACT 2011, held in Lisbon, Portugal, in September 2011. The 47 papers included in the first volume are organized in topical sections on accessibility, affective HCI, computer-mediated communication, computer-supported cooperative work, evaluation, finding and retrieving, fun/aesthetic design, gestures, and HCI in the classroom.

Ari Versluis and Ellie Uyttenbroek
  • Language: en
  • Pages: 194

Ari Versluis and Ellie Uyttenbroek

"Photographer Ari Versluis and profiler Ellie Uyttenbroek have worked together since October 1994. Inspired by a shared interest in the striking dress codes of various social groups, they have systematically documented numerous identities over the last 21 years. Rotterdam's heterogeneous, multicultural street scene remains a major source of inspiration for Ari Versluis and Ellie Uyttenbroek, although since 1998 they have also worked in many cities abroad. They call their series Exactitudes: a contraction of exact and attitude. By registering their subjects in an identical framework, with similar poses and a strictly observed dress code, Versluis and Uyttenbroek provide an almost scientific, anthropological record of people's attempts to distinguish themselves from others by assuming a group identity. The apparent contradiction between individuality and uniformity is, however, taken to such extremes in their arresting objective-looking photographic viewpoint and stylistic analysis that the artistic aspect clearly dominates the purely documentary element"--Publisher's description

Games for Health
  • Language: en
  • Pages: 304

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.

Ambient Intelligence
  • Language: en
  • Pages: 359

Ambient Intelligence

  • Type: Book
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  • Published: 2015-02-16
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  • Publisher: Springer

This book constitutes the refereed proceedings of the 5th International Joint Conference of Ambient Intelligence, AmI 2014, held in Eindhoven, The Netherlands, in November 2014. The 21 revised full papers presented together with 5 short papers and 4 workshop papers were carefully reviewed and selected from 59 submissions. The papers are organized along a set of thematic tracks: ambient assisted living; internet of things; ambient play and learning; smart buildings and cities; intelligent driving; data science; smart healthcare and healing environments; ambient persuasion; and new and emerging themes.

Games and Learning Alliance
  • Language: en
  • Pages: 408

Games and Learning Alliance

  • Type: Book
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  • Published: 2014-10-25
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  • Publisher: Springer

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.