Transactions on Edutainment VII

Transactions on Edutainment VII
Author: Zhigeng Pan,Adrian David Cheok,Wolfgang Mueller,Maiga Chang,Mingmin Zhang
Publsiher: Springer
Total Pages: 284
Release: 2013-11-19
ISBN 10: 3642290507
ISBN 13: 9783642290503
Language: EN, FR, DE, ES & NL


Transactions on Edutainment VII Book Review:

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 of this volume deal with virtual humans; graphics rendering and 3D animation; games and 2D animation; and digital media and its applications.

Transactions on Edutainment II

Transactions on Edutainment II
Author: Abdennour El Rhalibi
Publsiher: Springer Science & Business Media
Total Pages: 313
Release: 2009-07-28
ISBN 10: 3642032702
ISBN 13: 9783642032707
Language: EN, FR, DE, ES & NL


Transactions on Edutainment II Book Review:

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.

Transactions on Edutainment XVI

Transactions on Edutainment XVI
Author: Zhigeng Pan,Adrian David Cheok,Wolfgang Müller,Mingmin Zhang
Publsiher: Springer Nature
Total Pages: 288
Release: 2020-04-11
ISBN 10: 366261510X
ISBN 13: 9783662615102
Language: EN, FR, DE, ES & NL


Transactions on Edutainment XVI Book Review:

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.

Transactions on Edutainment XI

Transactions on Edutainment XI
Author: Zhigeng Pan,Adrian David Cheok,Wolfgang Mueller,Mingmin Zhang
Publsiher: Springer
Total Pages: 266
Release: 2015-09-11
ISBN 10: 3662482479
ISBN 13: 9783662482476
Language: EN, FR, DE, ES & NL


Transactions on Edutainment XI Book Review:

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 24 papers presented in this 11th issue were organized in four parts dealing with: object reconstruction and management; graphics; VR/AR; and applications.

Transactions on Edutainment VIII

Transactions on Edutainment VIII
Author: Maiga Chang,Mingmin Zhang
Publsiher: Springer
Total Pages: 280
Release: 2012-06-05
ISBN 10: 3642314392
ISBN 13: 9783642314391
Language: EN, FR, DE, ES & NL


Transactions on Edutainment VIII Book Review:

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. This issue contains 10 outstanding contributions from the International Conference on E-Learning and Games, Edutainment 2011, as well as 14 regular papers which were partly selected from national conferences. The topics covered are game engine, using games to teach, identifying player emotion states, assessing the effects of educational games to multi-touch interaction, natural user interface, and virtual reality. Generally, the papers present a large number of examples of edutainment applications, giving more evidence on the high potential and impact of edutainment approaches.

Serious Games and Edutainment Applications

Serious Games and Edutainment Applications
Author: Minhua Ma,Andreas Oikonomou
Publsiher: Springer
Total Pages: 702
Release: 2017-03-03
ISBN 10: 3319516450
ISBN 13: 9783319516455
Language: EN, FR, DE, ES & NL


Serious Games and Edutainment Applications Book Review:

With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Geometric Level Set Methods in Imaging, Vision, and Graphics

Geometric Level Set Methods in Imaging, Vision, and Graphics
Author: Stanley Osher,Nikos Paragios
Publsiher: Springer Science & Business Media
Total Pages: 513
Release: 2007-05-08
ISBN 10: 0387218106
ISBN 13: 9780387218106
Language: EN, FR, DE, ES & NL


Geometric Level Set Methods in Imaging, Vision, and Graphics Book Review:

Here is, for the first time, a book that clearly explains and applies new level set methods to problems and applications in computer vision, graphics, and imaging. It is an essential compilation of survey chapters from the leading researchers in the field. The applications of the methods are emphasized.

Possible Worlds, Artificial Intelligence, and Narrative Theory

Possible Worlds, Artificial Intelligence, and Narrative Theory
Author: Marie-Laure Ryan
Publsiher: Indiana University Press
Total Pages: 291
Release: 1991
ISBN 10: 9780253350046
ISBN 13: 0253350042
Language: EN, FR, DE, ES & NL


Possible Worlds, Artificial Intelligence, and Narrative Theory Book Review:

In this important contribution to narrative theory, Marie-Laure Ryan applies insights from artificial intelligence and the theory of possible worlds to the study of narrative and fiction. For Ryan, the theory of possible worlds provides a more nuanced way of discussing the commonplace notion of a fictional "world," while artificial intelligence contributes to narratology and the theory of fiction directly via its researches into the congnitive processes of texts and automatic story generation. Although Ryan applies exotic theories to the study of narrative and to fiction, her book maintains a solid basis in literary theory and makes the formal models developed by AI researchers accessible to the student of literature. By combining the philosophical background of possible world theory with models inspired by AI, the book fulfills a pressing need in narratology for new paradigms and an interdisciplinary perspective.

ETSI's Standardisation Work on Guidelines for Young Children's Use of ICT Products and Services

ETSI's Standardisation Work on Guidelines for Young Children's Use of ICT Products and Services
Author: N.A
Publsiher: Information Gatekeepers Inc
Total Pages: 329
Release:
ISBN 10:
ISBN 13:
Language: EN, FR, DE, ES & NL


ETSI's Standardisation Work on Guidelines for Young Children's Use of ICT Products and Services Book Review:

Chris Crawford on Game Design

Chris Crawford on Game Design
Author: Chris Crawford
Publsiher: New Riders
Total Pages: 476
Release: 2003
ISBN 10: 9780131460997
ISBN 13: 0131460994
Language: EN, FR, DE, ES & NL


Chris Crawford on Game Design Book Review:

A pioneer in the field of game design and development draws on his own experiences to present a useful collection of insider tips, wisdom, advice, skills, and techniques, along with an overview of the history of fame programming, low and high interactivity designs, the importance of storytelling, and more. Original. (Intermediate)

Transactions on Edutainment III

Transactions on Edutainment III
Author: Zhigeng Pan,Maiga Chang,Adrian David Cheok,Wolfgang Müller
Publsiher: Springer Science & Business Media
Total Pages: 275
Release: 2010-01-20
ISBN 10: 3642112447
ISBN 13: 9783642112447
Language: EN, FR, DE, ES & NL


Transactions on Edutainment III Book Review:

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 third volume in this series contains a selection of 12 outstanding contributions from Edutainment 2009, the 4th International Conference on E-Learning and Games, held in Canada in August 2009. The main focus of these papers is on the use of games to stimulate learners. In addition, 10 regular papers are included, presenting a wide range of edutainment tools and applications.

STORAGE NETWORKS EXPLAINED: BASIC AND APPLICATIONS OF FIBRE CHANNEL SAN, NAS, ISCSI AND INFINIBAND

STORAGE NETWORKS EXPLAINED: BASIC AND APPLICATIONS OF FIBRE CHANNEL SAN, NAS, ISCSI AND INFINIBAND
Author: Ulf Troppen,Rainer Erkens,Wolfgang Muller
Publsiher: John Wiley & Sons
Total Pages: 432
Release: 2008-09
ISBN 10: 9788126518326
ISBN 13: 8126518324
Language: EN, FR, DE, ES & NL


STORAGE NETWORKS EXPLAINED: BASIC AND APPLICATIONS OF FIBRE CHANNEL SAN, NAS, ISCSI AND INFINIBAND Book Review:

Market_Desc: The book provides basic application information key for systems administrators, database administrators and managers who need to know about the networking aspects of their systems. As well as systems architects, network managers, information management directors and decision makers.This book also supports applications for graduate students and other relevant courses in the field. Special Features: · Hot topic that will become increasingly important in the coming years· First book to focus on using rather than building storage networks, and how to solve problems· Looking beyond technology and showing the With CD benefits of storage networks· Covers fibre channel SAN, Network Attached Storage, iSCSI and InfiniBand technologies· Contains several case studies (e.g. the example of a travel portal, protecting a critical database)· Endorsed by the Storage Networking Industry Association· Written by very experienced professionals who tailored the book specifically to meet customer needs About The Book: The authors have hands-on experience of network storage hardware and software, they teach customers about concrete network storage products, they understand the concepts behind storage networks, and show customers how storage networks address their business needs. They know which questions their readers will ask and what they need to know to do their day-to-day job as efficiently as possible, both those with no SAN experience and those with SAN experience.

Film Structure and the Emotion System

Film Structure and the Emotion System
Author: Greg M. Smith
Publsiher: Cambridge University Press
Total Pages: 221
Release: 2003-10-13
ISBN 10: 9780521817585
ISBN 13: 0521817587
Language: EN, FR, DE, ES & NL


Film Structure and the Emotion System Book Review:

Sample Text

Standard & Poor's Stock Reports

Standard & Poor's Stock Reports
Author: N.A
Publsiher:
Total Pages: 329
Release: 2002-06
ISBN 10:
ISBN 13: CORNELL:31924088605666
Language: EN, FR, DE, ES & NL


Standard & Poor's Stock Reports Book Review:

Human Behavior in Military Contexts

Human Behavior in Military Contexts
Author: National Research Council,Division of Behavioral and Social Sciences and Education,Board on Behavioral, Cognitive, and Sensory Sciences,Committee on Opportunities in Basic Research in the Behavioral and Social Sciences for the U.S. Military
Publsiher: National Academies Press
Total Pages: 250
Release: 2008-02-03
ISBN 10: 0309112303
ISBN 13: 9780309112307
Language: EN, FR, DE, ES & NL


Human Behavior in Military Contexts Book Review:

Human behavior forms the nucleus of military effectiveness. Humans operating in the complex military system must possess the knowledge, skills, abilities, aptitudes, and temperament to perform their roles effectively in a reliable and predictable manner, and effective military management requires understanding of how these qualities can be best provided and assessed. Scientific research in this area is critical to understanding leadership, training and other personnel issues, social interactions and organizational structures within the military. The U.S. Army Research Institute for the Behavioral and Social Sciences (ARI) asked the National Research Council to provide an agenda for basic behavioral and social research focused on applications in both the short and long-term. The committee responded by recommending six areas of research on the basis of their relevance, potential impact, and timeliness for military needs: intercultural competence; teams in complex environments; technology-based training; nonverbal behavior; emotion; and behavioral neurophysiology. The committee suggests doubling the current budget for basic research for the behavioral and social sciences across U.S. military research agencies. The additional funds can support approximately 40 new projects per year across the committee's recommended research areas. Human Behavior in Military Contexts includes committee reports and papers that demonstrate areas of stimulating, ongoing research in the behavioral and social sciences that can enrich the military's ability to recruit, train, and enhance the performance of its personnel, both organizationally and in its many roles in other cultures.

Computer Vision: A Modern Approach

Computer Vision: A Modern Approach
Author: David A. Forsyth,Jean Ponce
Publsiher: Pearson Higher Ed
Total Pages: 792
Release: 2015-01-23
ISBN 10: 1292014083
ISBN 13: 9781292014081
Language: EN, FR, DE, ES & NL


Computer Vision: A Modern Approach Book Review:

Appropriate for upper-division undergraduate- and graduate-level courses in computer vision found in departments of Computer Science, Computer Engineering and Electrical Engineering. This textbook provides the most complete treatment of modern computer vision methods by two of the leading authorities in the field. This accessible presentation gives both a general view of the entire computer vision enterprise and also offers sufficient detail for students to be able to build useful applications. Students will learn techniques that have proven to be useful by first-hand experience and a wide range of mathematical methods.

Games, Learning, and Society

Games, Learning, and Society
Author: Constance Steinkuehler,Kurt Squire,Sasha Barab
Publsiher: Cambridge University Press
Total Pages: 329
Release: 2012-06-11
ISBN 10: 1139510215
ISBN 13: 9781139510219
Language: EN, FR, DE, ES & NL


Games, Learning, and Society Book Review:

This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.

In the Bubble

In the Bubble
Author: John Thackara
Publsiher: MIT Press
Total Pages: 332
Release: 2006-02-17
ISBN 10: 0262250373
ISBN 13: 9780262250375
Language: EN, FR, DE, ES & NL


In the Bubble Book Review:

How to design a world in which we rely less on stuff, and more on people. We're filling up the world with technology and devices, but we've lost sight of an important question: What is this stuff for? What value does it add to our lives? So asks author John Thackara in his new book, In the Bubble: Designing for a Complex World. These are tough questions for the pushers of technology to answer. Our economic system is centered on technology, so it would be no small matter if "tech" ceased to be an end-in-itself in our daily lives. Technology is not going to go away, but the time to discuss the end it will serve is before we deploy it, not after. We need to ask what purpose will be served by the broadband communications, smart materials, wearable computing, and connected appliances that we're unleashing upon the world. We need to ask what impact all this stuff will have on our daily lives. Who will look after it, and how? In the Bubble is about a world based less on stuff and more on people. Thackara describes a transformation that is taking place now—not in a remote science fiction future; it's not about, as he puts it, "the schlock of the new" but about radical innovation already emerging in daily life. We are regaining respect for what people can do that technology can't. In the Bubble describes services designed to help people carry out daily activities in new ways. Many of these services involve technology—ranging from body implants to wide-bodied jets. But objects and systems play a supporting role in a people-centered world. The design focus is on services, not things. And new principles—above all, lightness—inform the way these services are designed and used. At the heart of In the Bubble is a belief, informed by a wealth of real-world examples, that ethics and responsibility can inform design decisions without impeding social and technical innovation.

Non-Photorealistic Rendering

Non-Photorealistic Rendering
Author: Bruce Gooch,Amy Gooch
Publsiher: CRC Press
Total Pages: 254
Release: 2001-07-18
ISBN 10: 1439864179
ISBN 13: 9781439864173
Language: EN, FR, DE, ES & NL


Non-Photorealistic Rendering Book Review:

The ubiquity of computer-generated imagery around us, in movies, advertising or on the Internet is already being taken for granted and what impresses most people is the photorealistic quality of the images. Pictures, as we have often been told, are worth a thousand words and the information transported by an image can take many different forms. Man

Physically-Based Modeling for Computer Graphics

Physically-Based Modeling for Computer Graphics
Author: Ronen Barzel,Alan H. Barr
Publsiher: Morgan Kaufmann
Total Pages: 334
Release: 2013-10-22
ISBN 10: 0080916449
ISBN 13: 9780080916446
Language: EN, FR, DE, ES & NL


Physically-Based Modeling for Computer Graphics Book Review:

Physically-Based Modeling for Computer Graphics: A Structured Approach addresses the challenge of designing and managing the complexity of physically-based models. This book will be of interest to researchers, computer graphics practitioners, mathematicians, engineers, animators, software developers and those interested in computer implementation and simulation of mathematical models. * Presents a philosophy and terminology for "Structured Modeling" * Includes mathematicl and programming techniques to support and implement the methodology * Covers a library of model components, including rigid-body kinematics, rigid-body dynamics, and force-based constraint methods * Includes illustrations of several ample models created from these components * Foreword by Al Barr