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The four volume set LNAI 3681, LNAI 3682, LNAI 3683, and LNAI 3684 constitute the refereed proceedings of the 9th International Conference on Knowledge-Based Intelligent Information and Engineering Systems, KES 2005, held in Melbourne, Australia in September 2005. The 716 revised papers presented were carefully reviewed and selected from nearly 1400 submissions. The papers present a wealth of original research results from the field of intelligent information processing in the broadest sense. The second volume contains papers on machine learning, immunity-based systems, medical diagnosis, intelligent hybrid systems and control, emotional intelligence and smart systems, context-aware evolvabl...
Looking to foster student leadership competency development? With this volume, you'll gain the latest research, resources, and tools to do just that. There are many factors to consider when providing educational experiences that foster student leadership competency development. But, the process of designing, facilitating, and assessing these experiences to be both effective and meaningful can be elusive and challenging. In this volume, a variety of scholars offer diverse perspectives and nuanced expertise that address the following questions: What leadership competencies are the most critical for students to develop? How can we ensure students are ready to develop leadership competencies? Wh...
This book provides insights of World Conference on Smart Trends in Systems, Security and Sustainability (WS4 2021) which is divided into different sections such as Smart IT Infrastructure for Sustainable Society; Smart Management prospective for Sustainable Society; Smart Secure Systems for Next Generation Technologies; Smart Trends for Computational Graphics and Image Modeling; and Smart Trends for Biomedical and Health Informatics. The proceedings is presented in two volumes. The book is helpful for active researchers and practitioners in the field.
The video game market continues to increase, reaching millions of users on a variety of platforms and revealing how engaging and pervasive gaming can be. Games create engagement and offer both entertainment and a powerful way to understand and interact with the world. It is natural that educators see the potential of games as a learning tool that can support students who have difficulties learning and also reinvent it. Practical Perspectives on Educational Theory and Game Development is a critical scholarly resource that combines educational scenarios and game fundamentals in order to improve the way people learn and evolve. The book supports professionals with the creation of strategies for using gamification and game-based learning theory with effectiveness and measured results. Featuring a wide range of topics such as entrepreneurship, gamification, and traditional learning, this book is ideal for academicians, education professionals, curriculum designers, educational game developers, researchers, and students.
This book constitutes the refereed proceedings of seven workshops held at the 19th International Conference on Image Analysis and Processing, ICIAP 2017, in Catania, Italy, in September 2017: First International Workshop on Brain-Inspired Computer Vision – WBICV 2017; Social Signal Processing and Beyond - SSPandBE 2017; Automatic affect analysis and synthesis - 3AS 2017; Background learning for detection and tracking from RGBD Videos - RGBD 2017; Natural human-computer Interaction and ecological perception in immersive Virtual and Augmented Reality - NIVAR 2017; 1st International Workshop on Biometrics as-a-service: cloud-based technology, systems and applications - IWBAAS 2017; 3rd International Workshop on Multimedia Assisted Dietary Management - MADiMa 2017.
This book constitutes the refereed proceedings of the 14th International Conference on Asia-Pacific Digital Libraries, ICADL 2012, held in Taipei, China, in November 2012. The 27 revised full papers, 17 revised short papers, and 13 poster papers were carefully reviewed and selected from 93 submissions. The papers are organized in topical sections on cultural heritage preservation, retrieval and browsing in digital libraries, biliometrics, metadata and cataloguing, mobile and cloud computing, human factors in digital library, presevation systems and algorithms, social media, digital library algorithms and systems, recommendation applications and social networks.
Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students.
Dynamic Teaching of Russian: Games and Gamification of Learning explores the theory and practice of gamification in language education, with a special focus on Russian, offering an in-depth theoretical account of the psychology of games and their practical application to language teaching. This edited collection brings together diverse perspectives from an international pool of contributors. Topics covered include hands-on game-like activities, play, and games to enrich the Russian-language classroom that can be used with both adult and young Russian-language learners worldwide. The chapters use case studies to showcase innovative approaches that can be used in the language classroom to both motivate learners and improve the outcomes of teaching Russian. This book will appeal to lecturers, tutors, teachers, and all other educators of Russian in subject areas of Russian studies, Slavonic studies, language learning, and foreign language acquisition.
This book discusses and assesses the latest trends in the interactive mobile field, and presents the outcomes of the 12th International Conference on Interactive Mobile Communication Technologies and Learning (IMCL2018), which was held in Hamilton, Canada on October 11 and 12, 2018. Today, interactive mobile technologies are at the core of many – if not all – fields of society. Not only does the younger generation of students expect a mobile working and learning environment, but also the new ideas, technologies and solutions coming out practically every day are further strengthening this trend. Since its inception in 2006, the conference has been devoted to highlighting new approaches in...
This book reports on innovative system interfaces, with a special emphasis on their design, development and testing, and on improving the interaction and integration with the users. Focusing on the advantages and challenges of virtual, augmented and mixed reality systems, it describes novel interface technologies, together with cutting-edge strategies for improving usability and accessibility, and cover a wide range of applications from business organization to disaster and crises management, from smart manufacturing to assistive technologies and transportation. Based on the AHFE 2021 Conference on Human Factors and Systems Interaction, held virtually on July 25–29, 2021, from USA, the book offers a timely survey on systems interfaces for a more efficient and safer human-system integration, addressing systems engineers, UX researchers and technology users alike.