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Blockchain, Internet of Things, and Artificial Intelligence provides an integrated overview and technical description of the fundamental concepts of blockchain, IoT, and AI technologies. State-of-the-art techniques are explored in depth to discuss the challenges in each domain. The convergence of these revolutionized technologies has leveraged several areas that receive attention from academicians and industry professionals, which in turn promotes the book's accessibility more extensively. Discussions about an integrated perspective on the influence of blockchain, IoT, and AI for smart cities, healthcare, and other business sectors illuminate the benefits and opportunities in the ecosystems ...
How can videogames portray love and loss? Games and Bereavement answers this question by looking at five videogames and carrying out a participatory design study with grievers. Sabine Harrer highlights possible connections between grief and videogames, arguing that game design may help make difficult personal feelings tangible. After a brief literary review of grief concepts and videogame theory, the book deep-dives into examples of tragic inter-character relationships from videogame history. Building on these examples, the book presents a case study on pregnancy loss as a potential grief experience that can be validated through game design dialogue.
Manuela Tavares, investigadora da Universidade Aberta, faz a História dos Movimentos Feministas em Portugal no último século, a primeira publicação de fundo, nesta área. Do Estado Novo, em que a ideologia dominante impunha a submissão das mulheres, ao dogmatismo das esquerdas políticas, que não souberam captar a pluralidade dos feminismos e as contradições de género na sociedade.
Understanding the precarious reality of videogame production beyond the corporate blockbuster studios of North America—with insights from 400+ game developers. The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American, European, and East Asian cities. But most videogames today, in fact, are made by small clusters of people working on shoestring budgets, relying on existing, freely available software platforms, and hoping, often in vain, to rise to stardom—in short, people working like artists. Aiming squarely at this disconnect between perception and reality, The Videogame Industry Does Not Exist ...
This book constitutes the thoroughly refereed proceedings of the 7th International Conference on Data Management Technologies and Applications, DATA 2018, held in Porto, Portugal, in July 2018. The 9 revised full papers were carefully reviewed and selected from 69 submissions. The papers deal with the following topics: databases, big data, data mining, data management, data security, and other aspects of information systems and technology involving advanced applications of data.