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Compu Quest K 2008 Edition
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Download or read book Compu Quest K' 2008 Edition written by and published by Rex Bookstore, Inc.. This book was released on with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Design and Implementation of Educational Games: Theoretical and Practical Perspectives by : Zemliansky, Pavel
Download or read book Design and Implementation of Educational Games: Theoretical and Practical Perspectives written by Zemliansky, Pavel and published by IGI Global. This book was released on 2010-04-30 with total page 540 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book will give readers a solid understanding of issues in educational game design and deployment in the classroom"--Provided by publisher.
Book Synopsis Contemporary Computer-Assisted Language Learning by : Michael Thomas
Download or read book Contemporary Computer-Assisted Language Learning written by Michael Thomas and published by A&C Black. This book was released on 2012-11-22 with total page 418 pages. Available in PDF, EPUB and Kindle. Book excerpt: Contemporary Computer-Assisted Language Learning (CALL) is a comprehensive, one-volume work written by leading international figures in the field focusing on a wide range of theoretical and methodological issues. It explains key terms and concepts, synthesizes the research literature and explores the implications of new and emerging technologies. The book includes chapters on key aspects for CALL such as design, teacher education, evaluation, teaching online and testing, as well as new trends such as social media. The volume takes a broad look at CALL and explores how a variety of theoretical approaches have emerged as influences including socio-cultural theory, constructivism and new literacy studies. A glossary of terms to support those new to CALL as well as to allow those already engaged in the field to deepen their existing knowledge is also provided. Contemporary Computer-Assisted Language Learning is essential reading for postgraduate students of language teaching as well as researchers in related fields involved in the study of computer-assisted learning.
Book Synopsis Intelligent Automation and Systems Engineering by : Sio-Iong Ao
Download or read book Intelligent Automation and Systems Engineering written by Sio-Iong Ao and published by Springer Science & Business Media. This book was released on 2011-08-23 with total page 421 pages. Available in PDF, EPUB and Kindle. Book excerpt: Intelligent systems are required to facilitate the use of information provided by the internet and other computer based technologies. This book describes the state-of-the-art in Intelligent Automation and Systems Engineering. Topics covered include Intelligent decision making, Automation, Robotics, Expert systems, Fuzzy systems, Knowledge-based systems, Knowledge extraction, Large database management, Data analysis tools, Computational biology, Optimization algorithms, Experimental designs, Complex system identification, Computational modeling, Systems simulation, Decision modeling, and industrial applications.
Book Synopsis Handbook of Research on Equity in Computer Science in P-16 Education by : Keengwe, Jared
Download or read book Handbook of Research on Equity in Computer Science in P-16 Education written by Keengwe, Jared and published by IGI Global. This book was released on 2020-11-13 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: The growing trend for high-quality computer science in school curricula has drawn recent attention in classrooms. With an increasingly information-based and global society, computer science education coupled with computational thinking has become an integral part of an experience for all students, given that these foundational concepts and skills intersect cross-disciplinarily with a set of mental competencies that are relevant in their daily lives and work. While many agree that these concepts should be taught in schools, there are systematic inequities that exist to prevent students from accessing related computer science skills. The Handbook of Research on Equity in Computer Science in P-16 Education is a comprehensive reference book that highlights relevant issues, perspectives, and challenges in P-16 environments that relate to the inequities that students face in accessing computer science or computational thinking and examines methods for challenging these inequities in hopes of allowing all students equal opportunities for learning these skills. Additionally, it explores the challenges and policies that are created to limit access and thus reinforce systems of power and privilege. The chapters highlight issues, perspectives, and challenges faced in P-16 environments that include gender and racial imbalances, population of growing computer science teachers who are predominantly white and male, teacher preparation or lack of faculty expertise, professional development programs, and more. It is intended for teacher educators, K-12 teachers, high school counselors, college faculty in the computer science department, school administrators, curriculum and instructional designers, directors of teaching and learning centers, policymakers, researchers, and students.
Book Synopsis Advances in Computer Entertainment by : Dennis Reidsma
Download or read book Advances in Computer Entertainment written by Dennis Reidsma and published by Springer. This book was released on 2013-11-08 with total page 692 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed conference proceedings of the 10th International Conference on Advances in Computer Entertainment, ACE 2013, held in Boekelo, The Netherlands, in November 2013. The 19 full paper and 16 short papers presented together 42 extended abstracts were carefully reviewed and selected from a total of 133 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including new devices; evaluation and user studies; games as interface to serious applications; creating immersion; interfaces; new experiences; procedural approaches and AI; and theory. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.
Book Synopsis Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices by : Connolly, Thomas
Download or read book Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices written by Connolly, Thomas and published by IGI Global. This book was released on 2009-05-31 with total page 394 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.
Book Synopsis Current Thoughts on the Brain-Computer Analogy - All Metaphors Are Wrong, But Some Are Useful by : Giorgio Matassi
Download or read book Current Thoughts on the Brain-Computer Analogy - All Metaphors Are Wrong, But Some Are Useful written by Giorgio Matassi and published by Frontiers Media SA. This book was released on 2023-03-22 with total page 139 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Education in Computer Generated Environments by : Sara de Freitas
Download or read book Education in Computer Generated Environments written by Sara de Freitas and published by Routledge. This book was released on 2013-10-15 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the implications of computer-generated learning for curriculum design, epistemology, and pedagogy, exploring the ways these technologies transform the relationship between knowledge and learning, and between teachers and students. It argues that these technologies and practices have the potential to refocus on the human factors that are at the center of the learning process.
Book Synopsis Teaching & Researching: Computer-Assisted Language Learning by : Ken Beatty
Download or read book Teaching & Researching: Computer-Assisted Language Learning written by Ken Beatty and published by Routledge. This book was released on 2013-11-04 with total page 299 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computers play a crucial and rapidly evolving role in education, particularly in the area of language learning. Far from being a tool mimicking a textbook or teacher, Computer-Assisted Language Learning (CALL) has the power to transform language learning through the pioneering application of innovative research and practices. Technological innovation creates opportunities to revisit old ideas, conduct new research and challenge established beliefs, meaning that the field is constantly undergoing change. This fully revised second edition brings teachers and researchers up-to-date by offering: A comprehensive overview of CALL and current research issues Step-by-step instructions on conducting research projects in CALL Extensive resources in the form of contacts, websites and free software references A glossary of terms related to CALL Closely linked to other branches of study such as autonomy in language learning and computer science, CALL is at the cutting edge of current research directions. This book is essential reading for all teachers and researchers interested in using CALL to make language learning a richer, more productive and more enjoyable task. Ken Beatty has taught at colleges and universities in Canada, Asia and the Middle East. His publications include more than 100 textbooks for learning English as a Second Language, as well as various websites, CD-ROMs and educational videos.
Book Synopsis Computer Games and Instruction by : J. D. Fletcher
Download or read book Computer Games and Instruction written by J. D. Fletcher and published by IAP. This book was released on 2011-05-01 with total page 564 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students’ reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.
Book Synopsis Cognitive Behavior and Human Computer Interaction Based on Machine Learning Algorithms by : Sandeep Kumar
Download or read book Cognitive Behavior and Human Computer Interaction Based on Machine Learning Algorithms written by Sandeep Kumar and published by John Wiley & Sons. This book was released on 2021-12-21 with total page 404 pages. Available in PDF, EPUB and Kindle. Book excerpt: COGNITIVE BEHAVIOR AND HUMAN COMPUTER INTERACTION BASED ON MACHINE LEARNING ALGORITHMS The objective of this book is to provide the most relevant information on Human-Computer Interaction to academics, researchers, and students and for those from industry who wish to know more about the real-time application of user interface design. Human-computer interaction (HCI) is the academic discipline, which most of us think of as UI design, that focuses on how human beings and computers interact at ever-increasing levels of both complexity and simplicity. Because of the importance of the subject, this book aims to provide more relevant information that will be useful to students, academics, and researchers in the industry who wish to know more about its real-time application. In addition to providing content on theory, cognition, design, evaluation, and user diversity, this book also explains the underlying causes of the cognitive, social and organizational problems typically devoted to descriptions of rehabilitation methods for specific cognitive processes. Also described are the new modeling algorithms accessible to cognitive scientists from a variety of different areas. This book is inherently interdisciplinary and contains original research in computing, engineering, artificial intelligence, psychology, linguistics, and social and system organization as applied to the design, implementation, application, analysis, and evaluation of interactive systems. Since machine learning research has already been carried out for a decade in various applications, the new learning approach is mainly used in machine learning-based cognitive applications. Since this will direct the future research of scientists and researchers working in neuroscience, neuroimaging, machine learning-based brain mapping, and modeling, etc., this book highlights the framework of a novel robust method for advanced cross-industry HCI technologies. These implementation strategies and future research directions will meet the design and application requirements of several modern and real-time applications for a long time to come. Audience: A wide range of researchers, industry practitioners, and students will be interested in this book including those in artificial intelligence, machine learning, cognition, computer programming and engineering, as well as social sciences such as psychology and linguistics.
Book Synopsis Computer Vision – ECCV 2020 by : Andrea Vedaldi
Download or read book Computer Vision – ECCV 2020 written by Andrea Vedaldi and published by Springer Nature. This book was released on 2020-11-04 with total page 861 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 30-volume set, comprising the LNCS books 12346 until 12375, constitutes the refereed proceedings of the 16th European Conference on Computer Vision, ECCV 2020, which was planned to be held in Glasgow, UK, during August 23-28, 2020. The conference was held virtually due to the COVID-19 pandemic. The 1360 revised papers presented in these proceedings were carefully reviewed and selected from a total of 5025 submissions. The papers deal with topics such as computer vision; machine learning; deep neural networks; reinforcement learning; object recognition; image classification; image processing; object detection; semantic segmentation; human pose estimation; 3d reconstruction; stereo vision; computational photography; neural networks; image coding; image reconstruction; object recognition; motion estimation.
Book Synopsis Human-Computer Interaction – INTERACT 2021 by : Carmelo Ardito
Download or read book Human-Computer Interaction – INTERACT 2021 written by Carmelo Ardito and published by Springer Nature. This book was released on 2021-08-25 with total page 689 pages. Available in PDF, EPUB and Kindle. Book excerpt: The five-volume set LNCS 12932-12936 constitutes the proceedings of the 18th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2021, held in Bari, Italy, in August/September 2021. The total of 105 full papers presented together with 72 short papers and 70 other papers in these books was carefully reviewed and selected from 680 submissions. The contributions are organized in topical sections named: Part I: affective computing; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; augmented reality; computer supported cooperative work. Part II: COVID-19 & HCI; croudsourcing methods in HCI; design for automotive interfaces; design methods; designing for smart devices & IoT; designing for the elderly and accessibility; education and HCI; experiencing sound and music technologies; explainable AI. Part III: games and gamification; gesture interaction; human-centered AI; human-centered development of sustainable technology; human-robot interaction; information visualization; interactive design and cultural development. Part IV: interaction techniques; interaction with conversational agents; interaction with mobile devices; methods for user studies; personalization and recommender systems; social networks and social media; tangible interaction; usable security. Part V: user studies; virtual reality; courses; industrial experiences; interactive demos; panels; posters; workshops. The chapter ‘Stress Out: Translating Real-World Stressors into Audio-Visual Stress Cues in VR for Police Training’ is open access under a CC BY 4.0 license at link.springer.com. The chapter ‘WhatsApp in Politics?! Collaborative Tools Shifting Boundaries’ is open access under a CC BY 4.0 license at link.springer.com.
Book Synopsis Turing's Imitation Game by : Kevin Warwick
Download or read book Turing's Imitation Game written by Kevin Warwick and published by Cambridge University Press. This book was released on 2016-09-22 with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt: Can you tell the difference between talking to a human and talking to a machine? Or, is it possible to create a machine which is able to converse like a human? In fact, what is it that even makes us human? Turing's Imitation Game, commonly known as the Turing Test, is fundamental to the science of artificial intelligence. Involving an interrogator conversing with hidden identities, both human and machine, the test strikes at the heart of any questions about the capacity of machines to behave as humans. While this subject area has shifted dramatically in the last few years, this book offers an up-to-date assessment of Turing's Imitation Game, its history, context and implications, all illustrated with practical Turing tests. The contemporary relevance of this topic and the strong emphasis on example transcripts makes this book an ideal companion for undergraduate courses in artificial intelligence, engineering or computer science.
Book Synopsis Designing Games for Ethics: Models, Techniques and Frameworks by : Schrier, Karen
Download or read book Designing Games for Ethics: Models, Techniques and Frameworks written by Schrier, Karen and published by IGI Global. This book was released on 2010-12-31 with total page 406 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book brings together the diverse and growing community of voices on ethics in gaming and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline"--Provided by publisher.
Book Synopsis Learning Science Through Computer Games and Simulations by : National Research Council
Download or read book Learning Science Through Computer Games and Simulations written by National Research Council and published by National Academies Press. This book was released on 2011-05-12 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.