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Games and Play in HCI
  • Language: en
  • Pages: 193

Games and Play in HCI

None

Human-Computer Interaction -- INTERACT 2013
  • Language: en
  • Pages: 860

Human-Computer Interaction -- INTERACT 2013

  • Type: Book
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  • Published: 2013-07-30
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  • Publisher: Springer

The four-volume set LNCS 8117-8120 constitutes the refereed proceedings of the 14th IFIP TC13 International Conference on Human-Computer Interaction, INTERACT 2013, held in Cape Town, South Africa, in September 2013. The 57 papers included in the first volume are organized in topical sections on 3D navigation, 3D technologies - 3D object manipulation, augmented reality, cognitive workload, cognitive workload and decision support, creating effective 3D displays, cross-cultural, intercultural and social issues, data entry mechanisms and devices, design and evaluation, design and evaluation of prototypes, design to support creativity, designing for inclusiveness, designing with and for people with special needs, display manipulations, and diversity / ICT in social development.

Cases on Digital Game-Based Learning: Methods, Models, and Strategies
  • Language: en
  • Pages: 626

Cases on Digital Game-Based Learning: Methods, Models, and Strategies

  • Type: Book
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  • Published: 2013-01-31
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  • Publisher: IGI Global

In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.

Citizen Science
  • Language: en
  • Pages: 582

Citizen Science

  • Type: Book
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  • Published: 2018-10-15
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  • Publisher: UCL Press

Citizen science, the active participation of the public in scientific research projects, is a rapidly expanding field in open science and open innovation. It provides an integrated model of public knowledge production and engagement with science. As a growing worldwide phenomenon, it is invigorated by evolving new technologies that connect people easily and effectively with the scientific community. Catalysed by citizens’ wishes to be actively involved in scientific processes, as a result of recent societal trends, it also offers contributions to the rise in tertiary education. In addition, citizen science provides a valuable tool for citizens to play a more active role in sustainable deve...

Technologies, Innovation, and Change in Personal and Virtual Learning Environments
  • Language: en
  • Pages: 338

Technologies, Innovation, and Change in Personal and Virtual Learning Environments

  • Type: Book
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  • Published: 2012-11-30
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  • Publisher: IGI Global

Over the last decade there continues to be an increase in the technology and how it affects our lives. Since then the incorporation of electronic databases and other communication tools for students, faculty and staff, virtual learning environments have become an important innovation in the student learning experience. Technologies, Innovation, and Change in Personal and Virtual Learning Environments presents a widespread collection of research on the growth, innovation and implementation of learning technologies for educators, technologists and trainers. The book is a useful source for academics and professionals interested in information and communication technologies.

Digital Games
  • Language: en

Digital Games

  • Type: Book
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  • Published: 2012
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  • Publisher: Unknown

This thesis investigates the relationships between motivation, engagement and informal learning, with respect to digital games and adult players. Following the reconceptualisation of motivation and engagement (as forms of micro and macro level involvement respectively) three linked studies were conducted. In the first study, 30 players were interviewed via email about their gaming experiences. The resulting set of learning categories and themes drew attention to learning on a game, skill and personal level, which arose from micro-level gameplay and macro-level interaction with wider communities and resources. The second investigation consisted of eight case studies that examined how involvem...

ECMLG 2011 Proceedings of the 7th European Conference on Management Leadership and Governance
  • Language: en
  • Pages: 826
Fieldwork for Healthcare
  • Language: en
  • Pages: 126

Fieldwork for Healthcare

Conducting fieldwork for investigating technology use in healthcare is a challenging undertaking, and yet there is little in the way of community support and guidance for conducting these studies. There is a need for better knowledge sharing and resources to facilitate learning. This is the second of two volumes designed as a collective graduate guidebook for conducting fieldwork in healthcare. This volume brings together thematic chapters that draw out issues and lessons learned from practical experience. Researchers who have first-hand experience of conducting healthcare fieldwork collaborated to write these chapters. This volume contains insights, tips, and tricks from studies in clinical...

Human Interaction & Emerging Technologies (IHIET 2024)
  • Language: en
  • Pages: 632

Human Interaction & Emerging Technologies (IHIET 2024)

Proceedings of the 12th International Conference on Human Interaction and Emerging Technologies, IHIET 2024, August 26-28, 2024, IUAV University of Venice, Italy.

At the Edge of AI
  • Language: en
  • Pages: 331

At the Edge of AI

How are human computation systems developed in the field of citizen science to achieve what neither humans nor computers can do alone? Through multiple perspectives and methods, Libuse Hannah Veprek examines the imagination of these assemblages, their creation, and everyday negotiation in the interplay of various actors and play/science entanglements at the edge of AI. Focusing on their human-technology relations, this ethnographic study shows how these formations are marked by intraversions, as they change with technological advancements and the actors' goals, motivations, and practices. This work contributes to the constructive and critical ethnographic engagement with human-AI assemblages in the making.