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2013 3rd International Workshop On Games And Software Engineering Engineering Computer Games To Enable Positive Progressive Change Gas
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Book Synopsis 2013 3rd International Workshop on Games and Software Engineering - Engineering Computer Games to Enable Positive, Progressive Change (GAS) by : IEEE Computer Society
Download or read book 2013 3rd International Workshop on Games and Software Engineering - Engineering Computer Games to Enable Positive, Progressive Change (GAS) written by IEEE Computer Society and published by . This book was released on 2013-05-18 with total page 50 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Software Engineering for Games in Serious Contexts by : Kendra M. L. Cooper
Download or read book Software Engineering for Games in Serious Contexts written by Kendra M. L. Cooper and published by Springer Nature. This book was released on 2023-10-23 with total page 307 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book highlights several challenges and opportunities in the field of software engineering for serious games. It covers a wide range of topics from game design principles to software architecture, testing, and deployment and is structured into two parts. While Part I delves into various aspects of designing, maintaining, adapting, and evaluating games in serious contexts; Part II focuses on the experiences of realizing and using games in serious contexts. One of the primary challenges is to develop effective methods for evaluating serious games and measuring their impact and outcomes. Another challenge is to design serious games that are both engaging and effective, which requires a deep understanding of game design principles and instructional design. The book also emphasizes the need to develop effective software engineering practices for serious game development and the importance of gamification in improving user engagement and motivation. The potential of serious games for addressing societal challenges such as cybersecurity and healthcare is also highlighted. Despite these challenges, the book also identifies several opportunities for the field, including the potential of serious games to provide new and innovative approaches to learning and the potential of serious games to address real-world problems in new and effective ways. This book is intended for software engineers, game developers, educators, and anyone interested in how games in serious contexts can be effectively created. Overall, the chapters in the book provide a valuable snapshot of the current state of the field and offer insights into where it may be headed in the future.
Book Synopsis Software Engineering Perspectives in Computer Game Development by : Kendra M. L. Cooper
Download or read book Software Engineering Perspectives in Computer Game Development written by Kendra M. L. Cooper and published by CRC Press. This book was released on 2021-07-05 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt: Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives
Book Synopsis UML-Based Software Product Line Engineering with SMarty by : Edson OliveiraJr
Download or read book UML-Based Software Product Line Engineering with SMarty written by Edson OliveiraJr and published by Springer Nature. This book was released on 2023-03-10 with total page 517 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is about software product lines (SPLs) designed and developed taking UML diagrams as the primary basis, modeled according to a rigorous approach composed of an UML profile and a systematic process for variability management activities, forming the Stereotype-based Management of Variability (SMarty) approach. The book consists of five parts. Part I provides essential concepts on SPL in terms of the first development methodologies. It also introduces variability concepts and discusses SPL architectures finishing with the SMarty approach. Part II is focused on the design, verification and validation of SMarty SPLs, and Part III concentrates on the SPL architecture evolution based on ISO/IEC metrics, the SystEM-PLA method, optimization with the MOA4PLA method, and feature interaction prevention. Next, Part IV presents SMarty as a basis for SPL development, such as, the M-SPLearning SPL for mobile learning applications, the PLeTs SPL for testing tools, the PlugSPL plugin environment for supporting the SPL life cycle, the SyMPLES approach for designing embedded systems with SysML, the SMartySPEM approach for software process lines (SPrL), and re-engineering of class diagrams into an SPL. Eventually, Part V promotes controlled experimentation in UML-based SPLs, presenting essential concepts on how to plan, conduct, and document experiments, as well as showing several experiments carried out with SMarty. This book aims at lecturers, graduate students and experienced practitioners. Lecturers might use the book for graduate level courses about SPL fundamentals and tools; students will learn about the SPL engineering process, variability management, and mass customization; and practitioners will see how to plan the transition from single-product development to an SPL-based process, how to document inherent variability in a given domain, or how to apply controlled experiments to SPLs.
Book Synopsis Transactions on Computational Science XXXII by : Marina L. Gavrilova
Download or read book Transactions on Computational Science XXXII written by Marina L. Gavrilova and published by Springer. This book was released on 2018-03-06 with total page 121 pages. Available in PDF, EPUB and Kindle. Book excerpt: This, the 32nd issue of the Transactions on Computational Science, focusses on cybersecurity and biometrics. The eight detailed papers cover the following topics: Multimodal Warnings for Distracted Smartphone Users on the Move; EEG-Based Mental Workload and Stress Monitoring of Crew Members in a Maritime Virtual Simulator; Detecting Web Defacement and Enabling Web-Content Regeneration; Software as a Weapon in the Context of (Inter)national Security; Multi-user Architecture and Multi-player Games; An Adaptive Discrete Wavelet Transform Based Face Recognition Approach; Synthesizing Images of Imagined Faces Based on Relevance Feedback; and Neurofeedback Training to Enhance the Focused Attention of Elite Rifle Shooters.
Book Synopsis Next-Generation Applications and Implementations of Gamification Systems by : Portela, Filipe
Download or read book Next-Generation Applications and Implementations of Gamification Systems written by Portela, Filipe and published by IGI Global. This book was released on 2021-10-22 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamification is being used everywhere; despite its apparent plethora of benefits, the unbalanced use of its main mechanics can end up in catastrophic results for a company or institution. Currently, there is a lack of knowledge of what it is, leading to its unregulated and ad hoc use without any prior planning. This unbalanced use prejudices the achievement of the initial goals and impairs the user's evolution, bringing potential negative reflections. Currently, there are few specifications and modeling languages that allow the creation of a system of rules to serve as the basis for a gamification engine. Consequently, programmers implement gamification in a variety of ways, undermining any attempt at reuse and negatively affecting interoperability. Next-Generation Applications and Implementations of Gamification Systems synthesizes all the trends, best practices, methodologies, languages, and tools that are used to implement gamification. It also discusses how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their daily work to disseminate and exchange the knowledge, information, and technology provided by the international communities in the area of gamification throughout the 21st century. Covering topics such as applied and cloud gamification, chatbots, deep learning, and certifications and frameworks, this book is ideal for programmers, computer scientists, software engineers, practitioners of technological companies, managers, academicians, researchers, and students.
Book Synopsis 2015 IEEE ACM 4th International Workshop on Games and Software Engineering (GAS) by : IEEE Staff
Download or read book 2015 IEEE ACM 4th International Workshop on Games and Software Engineering (GAS) written by IEEE Staff and published by . This book was released on 2015-05-18 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: GAS 2015 explores issues that crosscut the software engineering and the game engineering communities Advances in game engineering techniques can be adopted by the software engineering community to develop more engaging applications across diverse domains education healthcare fitness sustainable activities (e g, recycling awareness) and so on Successful computer games feature a property that is not always found in traditional software they are fun and engaging Engaging games enthrall players and result in users willing to spend increasing amounts of time and money playing them In addition, GAS 2015 provides a forum for advances in software engineering for developing games that enable progressive societal change through fun, playful game software Software engineering techniques spanning patterns, middleware, testing techniques, development environments, and processes are of great interest
Book Synopsis 2016 IEEE ACM 5th International Workshop on Games and Software Engineering (GAS) by : IEEE Staff
Download or read book 2016 IEEE ACM 5th International Workshop on Games and Software Engineering (GAS) written by IEEE Staff and published by . This book was released on 2016-05-16 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: GAS 2016 explores issues that crosscut the software engineering and the game engineering communities Advances in game engineering techniques can be adopted by the software engineering community to develop more engaging applications across diverse domains education healthcare fitness sustainable activities (e g, recycling awareness) and so on Successful computer games feature a property that is not always found in traditional software they are fun and engaging Engaging games enthrall players and result in users willing to spend increasing amounts of time and money playing them In addition, GAS 2016 provides a forum for advances in software engineering for developing games that enable progressive societal change through fun, playful game software Software engineering techniques spanning requirements engineering, design, development environments, infrastructure, testing techniques, re use, and processes are of great interest
Book Synopsis 2012 Second International Workshop on Games and Software Engineering by :
Download or read book 2012 Second International Workshop on Games and Software Engineering written by and published by . This book was released on with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Proceedings of the 5th International Workshop on Games and Software Engineering by :
Download or read book Proceedings of the 5th International Workshop on Games and Software Engineering written by and published by . This book was released on 2016-05-14 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: ICSE '16: 38th International Conference on Software Engineering May 14, 2016-May 22, 2016 Austin, USA. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.
Book Synopsis 2012 Second International Workshop on Games and Software Engineering: Realizing User Engagement with Game Engineering Techniques (GAS 2012) by :
Download or read book 2012 Second International Workshop on Games and Software Engineering: Realizing User Engagement with Game Engineering Techniques (GAS 2012) written by and published by . This book was released on 2012 with total page 47 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Computer Games and Software Engineering by : Kendra M. L. Cooper
Download or read book Computer Games and Software Engineering written by Kendra M. L. Cooper and published by CRC Press. This book was released on 2015-05-08 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in non-entertainment domains, thus share a common interest with software engineers and developers on how to
Book Synopsis Frontiers in Gaming Simulation by : Sebastiaan A. Meijer
Download or read book Frontiers in Gaming Simulation written by Sebastiaan A. Meijer and published by Springer. This book was released on 2014-01-28 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed post-conference proceedings of the 44th International Simulation and Gaming Association Conference, ISAGA 2013, and the IFIP WG 5.7 Workshop on Experimental Interactive Learning in Industrial Management, held in Stockholm, Sweden, in June 2013 The 30 revised full papers were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on frontiers in gaming simulation for education; frontiers in gaming simulation for design and experimentation; frontiers in gaming simulation for transportation and logistics; and professionalism and business in gaming simulation.
Book Synopsis Software Engineering for Games in Serious Contexts by : Kendra M. L. Cooper
Download or read book Software Engineering for Games in Serious Contexts written by Kendra M. L. Cooper and published by Springer. This book was released on 2023-09-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book highlights several challenges and opportunities in the field of software engineering for serious games. It covers a wide range of topics from game design principles to software architecture, testing, and deployment and is structured into two parts. While Part I delves into various aspects of designing, maintaining, adapting, and evaluating games in serious contexts; Part II focuses on the experiences of realizing and using games in serious contexts. One of the primary challenges is to develop effective methods for evaluating serious games and measuring their impact and outcomes. Another challenge is to design serious games that are both engaging and effective, which requires a deep understanding of game design principles and instructional design. The book also emphasizes the need to develop effective software engineering practices for serious game development and the importance of gamification in improving user engagement and motivation. The potential of serious games for addressing societal challenges such as cybersecurity and healthcare is also highlighted. Despite these challenges, the book also identifies several opportunities for the field, including the potential of serious games to provide new and innovative approaches to learning and the potential of serious games to address real-world problems in new and effective ways. This book is intended for software engineers, game developers, educators, and anyone interested in how games in serious contexts can be effectively created. Overall, the chapters in the book provide a valuable snapshot of the current state of the field and offer insights into where it may be headed in the future.
Book Synopsis Computer Games by : Tristan Cazenave
Download or read book Computer Games written by Tristan Cazenave and published by . This book was released on 2014-04-30 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Computer Games and Software Engineering by : Kendra M. L. Cooper
Download or read book Computer Games and Software Engineering written by Kendra M. L. Cooper and published by . This book was released on 2015 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: The book explores the use of games in software engineering education extensively. It also covers game software requirements engineering, game software architecture and design approaches, game software testing and usability assessment, game development frameworks and reusability techniques, and game scalability infrastructure, including support for mobile devices and web-based services.
Book Synopsis Proceedings of the First International Conference on Gameful Design, Research, and Applications by : Lennart E. Nacke
Download or read book Proceedings of the First International Conference on Gameful Design, Research, and Applications written by Lennart E. Nacke and published by . This book was released on 2013 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt: