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The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the develo...
This book is the first single volume that brings together the topics of serious games, alternative realities, and play therapy. The focus is on the use of digital media for the therapeutic benefit and well-being of a wide range of people−spanning those with special needs to the elderly to entire urban neighborhoods. This book brings together these topics to demonstrate the increasing trans/inter/multi-disciplinary initiatives apparent today in science, medicine, and academic research−interdisciplinary initiative that are already profoundly impacting society.
The topic of dynamic models tends to be splintered across various disciplines, making it difficult to uniformly study the subject. Moreover, the models have a variety of representations, from traditional mathematical notations to diagrammatic and immersive depictions. Collecting all of these expressions of dynamic models, the Handbook of Dynamic Sy
"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.
The Wonderful World of Simulation is a composite of the past, current and future of simulation as seen through the lens of the author. This writing presents a documented track of the past, which identifies many of the early pioneers of simulation, along with fascinating examples of early and contemporary simulators. With fifty years of simulation experience including research, acquisition and support, the author injects his personal experiences in the field he has helped to shape. Okraski's background in government, industry and academia enable him to offer the reader an excellent perspective of simulation as it has evolved and an informed opinion on where it is going. His primary motive for this work is to attract promising young talent to an exciting and rewarding career in simulation.
One CD-ROM disc in pocket.
"The world inside a simulator is as real as the world inside your head - but it is more accurate." Simulation has been a powerful tool for training the military for over 3000 years. What began as sand tables and board games has evolved into advanced computer and communication systems that encompass the globe and provide training portals on every continent. Commercial computer games have followed a similar evolutionary trajectory in delivering entertainment. The core technologies behind both fields have many commonalities and become more intertwined every year. This book is a collection of essays on the technical, social, and economic importance of simulation and gaming techniques, tools, and technologies. It provides a fascinating historical summary, explores important technical capabilities, and speculates on the role that these technologies will play in the future.