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Multimedia
  • Language: en
  • Pages: 353

Multimedia

This volume is a record of the first Eurographics Workshop on Multimedia, held at the department of Numerical Analysis and Computing Science (NADA), Royal Institute of Technology, Stockholm, April 18-19, 1991. Eurographics is the European Association for Computer Graphics. It is a non-profit organization, one of whose activities is organizing workshops to provide an interface between academic and industrial research in the field of computer graphics. The idea of holding a Eurographics workshop on multimedia was put forward at the Eurographics conference in 1989. Following the success of this first workshop, a second workshop has been announced, to take place in Darmstadt, May 4-6, 1992. The ...

Multimedia and Groupware for Editing
  • Language: en
  • Pages: 162

Multimedia and Groupware for Editing

Multimedia techniques enable the production of non-traditional documents containing enourmous amounts of information. The production of such documents by a group, as opposed to an individual, is the main subject of this book. A group needs to communicate, and multimedia technology can be used to enhance group communication. How multimedia documentation and communication and groups of authors fit together are the main questions tackled. The book describes the construction of a conceptual framework and the prototype system, CoMEdiA, as well as how the system was used to conduct a group effectiveness study involving two applications: cooperative software engineering and data production. Thus the work relates to multimedia communication, cooperative editing, and group support and effectiveness.

Transactions on Edutainment XVI
  • Language: en
  • Pages: 294

Transactions on Edutainment XVI

This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 27 papers presented in this issue were organized in topical sections named: e-learning and on-line apps; image and graphics; VR/AR; CV and AI; and animation and miscellaneous.

Interactive Learning Through Visualization
  • Language: en
  • Pages: 288

Interactive Learning Through Visualization

This book contains a selection of papers presented at the Computer Graphics and Education '91 Conference, held from 4th to 6th Apri11991, in Begur, Spain. The conference was organised under the auspices of the International Federation for Information Processing (IPIP) Working Group 5.10 on Computer Graphics. The goal of the organisers was to take a forward look at the impact on education of anticipated developments in graphics and related technologies, such as multimedia, in the next five years. We felt that at a time when many educational establishments are facing financial stringency and when major changes are taking place in patterns of education and training, this could be valuable for both educators and companies developing the technology: for educators, because they are often too bogged down in day-to-day problems to undertake adequate forward planning, and for companies, to see some of the problems faced by educators and to see what their future requirements might be.

Technologies for E-Learning and Digital Entertainment
  • Language: en
  • Pages: 991

Technologies for E-Learning and Digital Entertainment

  • Type: Book
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  • Published: 2007-07-17
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  • Publisher: Springer

This book constitutes the refereed proceedings of the Second International Conference on E-learning and Games, Edutainment 2007, held in Hong Kong, China, in June 2007. It covers virtual and augmented reality in game and education, virtual characters in games and education, e-learning platforms and tools, geometry in games and virtual reality, vision, imaging and video technology, as well as collaborative and distributed environments.

Transactions on Edutainment I
  • Language: en
  • Pages: 315

Transactions on Edutainment I

  • Type: Book
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  • Published: 2008-06-26
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  • Publisher: Springer

This volume contains contributions from Edutainment 2008, the 3rd International Conference on E-Learning and Games. It serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies in the field.

Computers in Swedish Society
  • Language: en
  • Pages: 150

Computers in Swedish Society

This book reviews the shift in the historiography of computing from inventors and innovations to a user-perspective, and examines how the relevant sources can be created, collected, preserved, and disseminated. The text describes and evaluates a project in Sweden that documented the stories of around 700 people. The book also provides a critical discussion on the interpretation of oral evidence, presenting three case studies on how this evidence can inform us about the interaction of computing with large-scale transformations in economies, cultures, and societies. Features: describes a historiography aimed at addressing the question of how computing shaped and transformed Swedish society between 1950 and 1980; presents a user-centered perspective on the history of computing, after explaining the benefits of such an approach; examines the documentation of users, describing novel and innovative documentation methods; discusses the pros and cons of collaborative projects between academia and industry.

Transactions on Edutainment XIII
  • Language: en
  • Pages: 310

Transactions on Edutainment XIII

  • Type: Book
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  • Published: 2017-03-07
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  • Publisher: Springer

This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 25 papers presented in the 13th issue were organized in topical sections named: learning games and visualization; virtual reality and applications; 3D graphics technology, multimedia computing, and others.

Transactions on Edutainment II
  • Language: en
  • Pages: 323

Transactions on Edutainment II

This volume contains a selection of outstanding contributions from GDTW 2008, the 6th International Conference in Game Design and Technology, which took place in the UK, in November 2008, and Cyberworlds 2008, held in Hangzhou, China, in September 2008.

Digital Media, Youth, and Credibility
  • Language: en
  • Pages: 212

Digital Media, Youth, and Credibility

  • Type: Book
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  • Published: 2008
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  • Publisher: MIT Press

The difficulties in determining the quality of information on the Internet--in particular, the implications of wide access and questionable credibility for youth and learning. Today we have access to an almost inconceivably vast amount of information, from sources that are increasingly portable, accessible, and interactive. The Internet and the explosion of digital media content have made more information available from more sources to more people than at any other time in human history. This brings an infinite number of opportunities for learning, social connection, and entertainment. But at the same time, the origin of information, its quality, and its veracity are often difficult to asses...