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Recent advances in technologies for inclusive well-being : virtual patients, gamification and simulation, Brooks, Anthony Lewis, editor Brahman, Sheryl, ed


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Автор: Brooks, Anthony Lewis, editor Brahman, Sheryl, ed
Название:  Recent advances in technologies for inclusive well-being : virtual patients, gamification and simulation
ISBN: 9783030596088
Издательство: Springer
Классификация: ISBN-10: 3030596087
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Поставляется из: Германии

      Новое издание
Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation

Автор: Brooks Anthony Lewis, Brahman Sheryl, Kapralos Bill
Название: Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation
ISBN: 3030596079 ISBN-13(EAN): 9783030596071
Издательство: Springer
Цена: 158380 T
Описание: Reflecting on Recent Advances in Technologies of Inclusive Well-Being.- Gaming, VR, and immersive technologies for education/ training.- VR/technologies for rehabilitation.


Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation

Автор: Brooks Anthony Lewis, Brahman Sheryl, Kapralos Bill
Название: Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation
ISBN: 3030596079 ISBN-13(EAN): 9783030596071
Издательство: Springer
Цена: 158380.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Reflecting on Recent Advances in Technologies of Inclusive Well-Being.- Gaming, VR, and immersive technologies for education/ training.- VR/technologies for rehabilitation.

Emerging Research and Trends in Gamification

Автор: Harsha Gangadharbatla, Donna Z. Davis
Название: Emerging Research and Trends in Gamification
ISBN: 1466686510 ISBN-13(EAN): 9781466686519
Издательство: Mare Nostrum (Eurospan)
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Цена: 208830.00 T
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Описание: Brings together innovative and scholarly research on the use of game-based design and technology in a variety of settings. This publication presents timely, research-based chapters on the development of games and the real-world applications of game-thinking and game dynamics, as well as digital development, game design, human resource processes, social change, and video game learning.

Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces

Автор: Spanellis Agnessa, Harviainen J. Tuomas
Название: Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces
ISBN: 3030682099 ISBN-13(EAN): 9783030682095
Издательство: Springer
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Цена: 93160.00 T
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Описание: Gamification is the application of game-design elements and game principles to non-game contexts, and has been used to solve problems by applying characteristics of games. Though it has principally been applied in the areas of business and education, this book seeks to expand focus beyond this, looking at how gamification can be used for social change, the development of organizations and the implementation of the UN Sustainable Development goals. Including contributors from across the glove, it draws on a rich array of case studies, from inclusivity in the workplace to ecosystems in the Amazon. A timely contribution to an exciting, growing field, this book engages with the theoretical framework and lays out the foundations for a rigorous theory-based stream of research. It will be valuable reading to scholars and practitioners interested in social change, sustainability, gamification and organizational studies. Agnessa Spanellis (PhD, MEng) is an Assistant Professor at Heriot-Watt University, Scotland and a member of the Research Centre for Logistics and Sustainability at Edinburgh Business School, leading research on gamification for sustainable development and exploring how gamification can improve social and environmental sustainability, especially in more deprived and impoverished communities in low-income counties. J. Tuomas Harviainen (PhD, MBA) works as Associate Professor of information Practices at Tampere University, Finland. Harviainen's work ranges from information sharing in creative organizations to games and gamification. He firmly believes that good research can also be a form of societal activism.

Business of gamification

Название: Business of gamification
ISBN: 1138340146 ISBN-13(EAN): 9781138340145
Издательство: Taylor&Francis
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Цена: 46950.00 T
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Описание:

At the turn of the century the term gamification was introduced as a concept to understand the process of using game mechanics in non-game contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today.

The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general?

This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.


Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation

Автор: Brooks Anthony Lewis, Brahman Sheryl, Kapralos Bill
Название: Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation
ISBN: 3030596109 ISBN-13(EAN): 9783030596101
Издательство: Springer
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Цена: 158380.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: In a time of ongoing pandemic when well-being is a priority this volume presents latest works across disciplines associated to Virtual Patients, Gamification and Simulation. Chapters herein present international perspectives with authors from around the globe contributing to this impactful third edition to the series following a 2014 Springer book on Technologies for Inclusive Well-Being and a 2017 Springer book Recent Advances in Technologies for Inclusive Well-Being. Digital technologies are pervasive in life and the contributions herein focus on specific attributes and situations, especially in training and treatment programmes spanning across ranges of diagnosis, conditions, ages, and targeted impacts. This volume purposefully does not cover all (even if that was possible) aspects on how virtual interactive space can align to statial computing, which in turn can align with related embodied entities (whatever the terms used e.g. Virtual, Augmented, Extended, Mixed Realities) along with AI, Deep Learning etc. It also doesn’t cover what some may refer to as ‘trendy terms’ such as 360 degree, video, WebXR, cryptocurrency, blockchain, virtual goods, AR museums, travel and teleportation…however, what is covered in this book, and the prior volumes it builds upon (as above), is a sharing and questioning of advancing technologies for inclusive well-being through research and practices from an avant-garde perspective.

Tailored Gamification to Educational Technologies

Автор: Wilk Oliveira; Ig Ibert Bittencourt
Название: Tailored Gamification to Educational Technologies
ISBN: 9813298146 ISBN-13(EAN): 9789813298149
Издательство: Springer
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Цена: 93160.00 T
Наличие на складе: Поставка под заказ.
Описание: Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students` gamer type and age.

Tailored Gamification to Educational Technologies

Автор: Wilk Oliveira; Ig Ibert Bittencourt
Название: Tailored Gamification to Educational Technologies
ISBN: 9813298111 ISBN-13(EAN): 9789813298118
Издательство: Springer
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Цена: 102480.00 T
Наличие на складе: Поставка под заказ.
Описание: This book introduces and explores the field of tailored gamified educational technologies. Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students’ gamer type and age.

Gamification-based e-learning strategies for computer programming education /

Автор: Queiros, Ricardo Alexandre Peixoto de,
Название: Gamification-based e-learning strategies for computer programming education /
ISBN: 1522510346 ISBN-13(EAN): 9781522510345
Издательство: Turpin
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Цена: 197120.00 T
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Описание: Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum.Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.

Gamification For Human Factors Integration

Автор: Bishop
Название: Gamification For Human Factors Integration
ISBN: 1466650710 ISBN-13(EAN): 9781466650718
Издательство: Mare Nostrum (Eurospan)
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Цена: 170010.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centred issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behaviour, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online.Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practises for promoting positive behaviour online through gamification applications in social, educational and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.

Recent Advances in Technologies for Inclusive Well-Being: From Worn to Off-Body Sensing, Virtual Worlds, and Games for Serious Applications

Автор: Brooks Anthony Lewis, Brahnam Sheryl, Kapralos Bill
Название: Recent Advances in Technologies for Inclusive Well-Being: From Worn to Off-Body Sensing, Virtual Worlds, and Games for Serious Applications
ISBN: 3319842633 ISBN-13(EAN): 9783319842639
Издательство: Springer
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Цена: 93160.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book presents current innovative, alternative and creative approaches that challenge traditional mechanisms in and across disciplines and industries targeting societal impact.

Simulation and Modeling Methodologies, Technologies and Applications

Автор: Mohammad S. Obaidat; Slawomir Koziel; Janusz Kacpr
Название: Simulation and Modeling Methodologies, Technologies and Applications
ISBN: 3319114565 ISBN-13(EAN): 9783319114569
Издательство: Springer
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Цена: 139310.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Context-Aware Decision Support in Dynamic Environments: Theoretical & Technological Foundations.- Creating Hybrid Simulation Systems using a Flexible Meta Data Approach.- Simulation of Real-time Multiprocessor Scheduling using DES.- Epidemics and their Implications in Urban Environments: A Case Study on a National Scope.- Hybrid Multilinear Modeling and Applications.- Modeling Interdependent Socio-technical Networks: The Smart Grid - An Agent-based Modeling Approach.- A Heuristic Bidding Price Decision Algorithm based on Cost Estimation Accuracy under Limited Engineering Man-hours in EPC Projects.- Intelligent Agents for Human Behavior Modeling as Support to Operations.- Alternative to Multifractal Analysis of Scalable Intermittent Variables Applied to Measured and Estimated Soil Properties at an Arizona Field Site.- Adaptive Neuro Fuzzy Inference System used to Build Models with Uncertain Data: Study Case for Rainfed Maize in the State of Puebla (Mexico).- Separation of Carbon Dioxide from Synthesis Gas Containing Steam by Pressure Swing Adsorption at Mid-high Temperature.- Fuzzy Climate Scenarios for Temperature Indicate that Things could be Worse than Previously Thought.- Efficient Design of Inline E-Plane Waveguide Extracted Pole Filters through Enhanced Equivalent Circuits and Space Mapping.- Decomposition and Space Mapping for Reduced-cost Modeling of Waveguide Filters.- Quasi-Monte Carlo and RBF Metamodeling for Quantile Estimation in River Bed Morphodynamics.- Multi-objective Optimization by using Modified PSO Algorithm for Axial Flow Pump Impeller.- Emergency Department.

Technologies of Inclusive Well-Being

Автор: Anthony Lewis Brooks; Sheryl Brahnam; Lakhmi C. Ja
Название: Technologies of Inclusive Well-Being
ISBN: 3642454313 ISBN-13(EAN): 9783642454318
Издательство: Springer
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Цена: 139750.00 T
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Описание: This book details serious games, alternative realities and play therapy. It focuses on the use of digital media for the therapeutic benefit and well-being of a wide range of people, from those with special needs to the elderly to entire urban neighborhoods.


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