Welcome to our book review site go-pdf.online!

You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.

Sign up

Videogame Sciences and Arts
  • Language: en
  • Pages: 347

Videogame Sciences and Arts

This book constitutes the revised selected papers of the 13th International Conference on Videogame Sciences and Arts, VJ 2023, held in Aveiro, Portugal, during November 28–30, 2023. The 17 full papers and the 6 short papers presented were carefully reviewed and selected from 64 submissions. They are organized in topical sections named: game experience and evaluation; game-based learning and edutainment; games and culture; game design and development.

Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education
  • Language: en
  • Pages: 270

Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education

This book presents papers from the 5th International Conference on Smart Learning Ecosystems and Regional Development, which promotes discussions on R&D work, policies, case studies, entrepreneur experiences, with a particular focus on understanding the relevance of smart learning ecosystems for regional development and social innovation, and how the effectiveness of the relation of citizens and smart ecosystems can be boosted. The book explores how technology-mediated instruments can foster citizens’ engagement with learning ecosystems and territories, providing insights into innovative human-centric design and development models/techniques, education/training practices, informal social learning, innovative citizen-driven policies, and technology-mediated experiences and their impact. As such, it will inspire the social innovation sectors and ICT, as well as economic development and deployment strategies and new policies for smarter proactive citizens.

New Media Pedagogy: Research Trends, Methodological Challenges, and Successful Implementations
  • Language: en
  • Pages: 467
Smart Marketing With the Internet of Things
  • Language: en
  • Pages: 304

Smart Marketing With the Internet of Things

  • Type: Book
  • -
  • Published: 2018-07-20
  • -
  • Publisher: IGI Global

The internet of things (IoT) enhances customer experience, increases the amount of data gained through connected devices, and widens the scope of analytics. This provides a range of exciting marketing possibilities such as selling existing products and services more effectively, delivering truly personalized customer experiences, and potentially creating new products and services. Smart Marketing With the Internet of Things is an essential reference source that discusses the use of the internet of things in marketing, as well as its importance in enhancing the customer experience. Featuring research on topics such as augmented reality, sensor networks, and wearable technology, this book is ideally designed for business professionals, marketing managers, marketing strategists, academicians, researchers, and graduate-level students seeking coverage on the use of IoT in enhancing customer marketing outcomes.

Interactive Storytelling
  • Language: en
  • Pages: 331

Interactive Storytelling

This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023. The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.

Technology, Innovation, Entrepreneurship and Education
  • Language: en
  • Pages: 163

Technology, Innovation, Entrepreneurship and Education

None

Serious Games
  • Language: en
  • Pages: 295

Serious Games

This book constitutes the refereed proceedings of the 7th Joint International Conference on Serious Games, JCSG 2021, as virtual event, in January 2022. The 17 full papers presented together with 3 short papers were carefully reviewed and selected from 28 submissions. JSCG 2021 is dedicated to serious games and its interdisciplinary characteristics combining game concepts and technologies required in the different application domains. Chapter "Design and Evaluation of a Serious Game to Supplement Pupils' Understanding of Molecular Structures in Chemistry" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Smart Mobile Communication & Artificial Intelligence
  • Language: en
  • Pages: 374

Smart Mobile Communication & Artificial Intelligence

Zusammenfassung: Interactive mobile technologies are today the core of many--if not all--fields of society. Not only the younger generation of students expects a mobile working and learning environment. And nearly daily new ideas, technologies, and solutions boost this trend. To discuss and assess the trends in the interactive mobile field are the aims connected with the 15th International Conference on Interactive Mobile Communication, Technologies, and Learning (IMCL2023), which was held 9-10 November 2023. Since its beginning in 2006, this conference is devoted to new approaches in interactive mobile technologies with a focus on learning. Nowadays, the IMCL conferences are a forum of the exchange of new research results and relevant trends as well as the exchange of experiences and examples of good practice. Interested readership includes policy makers, academics, educators, researchers in pedagogy and learning theory, schoolteachers, learning Industry, further education lecturers, etc

Virtual, Augmented and Mixed Reality
  • Language: en
  • Pages: 336

Virtual, Augmented and Mixed Reality

None

Videogame Sciences and Arts
  • Language: en
  • Pages: 282

Videogame Sciences and Arts

This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.