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A Philosophy of Management Accounting
  • Language: en
  • Pages: 301

A Philosophy of Management Accounting

The book introduces pragmatic constructivism as a paradigm for understanding actors’ construction of functioning practice and for developing methods and concepts for managing and observing that practice. The book explores, understands and theorises organisational practices as constructed through the activities of all organisational actors. Actors always act under presumptions of a specific actor-world-relation which they continuously construct, adjust and reconstruct in light of new experiences, contexts and communication. The outcome of the actor-world-relation is a reality construction. The reality construction may function successfully or it may be hampered by fictitious and illusionary...

Agile Learning and Management in a Digital Age
  • Language: en
  • Pages: 228

Agile Learning and Management in a Digital Age

This book offers a detailed theoretical analysis of the fields of learning and management in the digital age. Taking an interdisciplinary approach, it opens a dialogue between agile management theory and agile learning theory. The book argues that there is a tension between participative and action-orientated approaches on the one hand and neoliberal enclosure of the actor on the other hand. It takes this as an opportunity for interdisciplinary dialogue between learning theories and management concepts. With contributions from a range of international experts, chapters discuss the need for suitable theoretical, epistemological, and ethical foundations as well as practice-orientated methods for learning and management to implement appropriate strategies and meet educational challenges. This highly topical book will be of great interest to academics, postgraduate students, and researchers in the fields of digital learning, educational theory, management theory, and communication studies.

Serious Games and Edutainment Applications
  • Language: en
  • Pages: 502

Serious Games and Edutainment Applications

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...

Censorship, Surveillance, and Privacy: Concepts, Methodologies, Tools, and Applications
  • Language: en
  • Pages: 2215

Censorship, Surveillance, and Privacy: Concepts, Methodologies, Tools, and Applications

  • Type: Book
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  • Published: 2018-10-05
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  • Publisher: IGI Global

The censorship and surveillance of individuals, societies, and countries have been a long-debated ethical and moral issue. In consequence, it is vital to explore this controversial topic from all angles. Censorship, Surveillance, and Privacy: Concepts, Methodologies, Tools, and Applications is a vital reference source on the social, moral, religious, and political aspects of censorship and surveillance. It also explores the techniques of technologically supported censorship and surveillance. Highlighting a range of topics such as political censorship, propaganda, and information privacy, this multi-volume book is geared towards government officials, leaders, professionals, policymakers, media specialists, academicians, and researchers interested in the various facets of censorship and surveillance.

Ubiquitous Learning
  • Language: en
  • Pages: 358

Ubiquitous Learning

  • Type: Book
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  • Published: 2011-07-01
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  • Publisher: IAP

Ubiquitous Learning: Strategies for Pedagogy, Course Design, and Technology bridges the gap between digital media and education, by presenting an intriguing look on the future of education. By combining theory, research, and practice, this book paints a broad picture of the field of ubiquitous learning by focuses on how to use theory and research to enhance technology integration to support teaching and learning through instructional design strategies for instruction, models and frameworks for course design, and applications of mobile and social media tools to create, implement, and deliver a ubiquitous learning environment. This book is of interest to researchers and graduate students in educational technology, information sciences, adult learning and other learning and performance fields, as well as university faculty, teachers, administrators, policymakers, and industry leaders, who can use this text to make essential decisions related to their respective roles in education. Ubiquitous Learning: Strategies for Pedagogy, Course Design, and Technology is a great reference for those who wish to enhance their levels of teaching and student engagement though the use of technology.

Mobile Learning
  • Language: en
  • Pages: 251

Mobile Learning

  • Type: Book
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  • Published: 2015-11-06
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  • Publisher: Routledge

Mobile Learning: The Next Generation documents the most innovative projects in context-aware mobile learning in order to develop a richer theoretical understanding of learning in modern mobile-connected societies. Context-aware mobile learning takes advantage of cell phone, mobile, and pervasive personal technologies to design learning experiences that exploit the richness of both indoor and outdoor environments. These technologies detect a learner’s presence in a particular place, the learner’s history in that place or in relation to other people and objects nearby, and adapt learning experiences accordingly, enabling and encouraging learners to use personal and social technologies to capture aspects of the environment as learning resources, and to share their reactions to them.

Innovation for Value and Mission
  • Language: en
  • Pages: 368

Innovation for Value and Mission

Innovation. No other concept is so widely celebrated, yet so secretly dreaded. The reason: innovation requires managing through uncertainty. This is hard for any organization whether private or public, small or large. This book provides a roadmap for those who want to understand and manage innovation in all its aspects. It explains both the "how" and the "why" of innovation – its economic and policy context as well as the techniques by which it can be orchestrated, along with the management systems needed to govern it. Innovation is uniquely presented through both a private-sector (value-creating) and public-sector (mission-fulfilling) lens. Topics covered in context include modern innovat...

Emotion and Stress Recognition Related Sensors and Machine Learning Technologies
  • Language: en
  • Pages: 550

Emotion and Stress Recognition Related Sensors and Machine Learning Technologies

  • Type: Book
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  • Published: 2021-09-01
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  • Publisher: MDPI

This book includes impactful chapters which present scientific concepts, frameworks, architectures and ideas on sensing technologies and machine learning techniques. These are relevant in tackling the following challenges: (i) the field readiness and use of intrusive sensor systems and devices for capturing biosignals, including EEG sensor systems, ECG sensor systems and electrodermal activity sensor systems; (ii) the quality assessment and management of sensor data; (iii) data preprocessing, noise filtering and calibration concepts for biosignals; (iv) the field readiness and use of nonintrusive sensor technologies, including visual sensors, acoustic sensors, vibration sensors and piezoelec...

Augmented Reality Games II
  • Language: en
  • Pages: 314

Augmented Reality Games II

  • Type: Book
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  • Published: 2019-05-23
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  • Publisher: Springer

This is the second of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. Volume II explores the most important and challenging issues that have been raised by the use of the Augmented Reality approach and technology in the gamification of education, healthcare, medicine and art. The volume deals with a systematic analysis of educational augmented reality games, their use for health promotion in old age and for improving people’s well-being, the gamification of augmented reality art and immersive reading experiences, among other topics. Augmented Reality Games II is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.

Transnational Contexts of Culture, Gender, Class, and Colonialism in Play
  • Language: en
  • Pages: 223

Transnational Contexts of Culture, Gender, Class, and Colonialism in Play

  • Type: Book
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  • Published: 2016-12-24
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  • Publisher: Springer

This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.