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Books > Computing & IT > Computer programming
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.
Introduction to Chemical Engineering Analysis Using Mathematica,
Second Edition reviews the processes and designs used to
manufacture, use, and dispose of chemical products using
Mathematica, one of the most powerful mathematical software tools
available for symbolic, numerical, and graphical computing.
Analysis and computation are explained simultaneously. The book
covers the core concepts of chemical engineering, ranging from the
conservation of mass and energy to chemical kinetics. The text also
shows how to use the latest version of Mathematica, from the basics
of writing a few lines of code through developing entire analysis
programs. This second edition has been fully revised and updated,
and includes analyses of the conservation of energy, whereas the
first edition focused on the conservation of mass and ordinary
differential equations.
Advances in Computers, Volume 123 presents innovations in computer
hardware, software, theory, design and applications, with this
updated volume including new chapters on Downlink Resource
Allocations of Satellite-Airborne-Terrestrial Networks Integration,
Evaluating Software Testing Techniques: A Systematic Mapping Study,
The Screening Phase in Systematic Reviews: Can we speed up the
process?, A Survey on Cloud-Based Video Streaming Services, and
User Behavior-Ensemble Learning based Improving QoE Fairness in
HTTP Adaptive Streaming over SDN approach.
AI and Cloud Computing, Volume 120 in the Advances in Computers
series, highlights new advances in the field, with this updated
volume presenting interesting chapters on topics including A
Deep-forest based Approach for Detecting Fraudulent Online
Transaction, Design of Cyber-Physical-Social Systems with
Forensic-awareness Based on Deep Learning, Review on
Privacy-preserving Data Comparison Protocols in Cloud Computing,
Fingerprint Liveness Detection Using an Improved CNN with the
Spatial Pyramid Pooling Structure, Protecting Personal Sensitive
Data Security in the Cloud with Blockchain, and more.
Throughout the 1990s, artists experimented with game engine
technologies to disrupt our habitual relationships to video games.
They hacked, glitched, and dismantled popular first-person shooters
such as Doom (1993) and Quake (1996) to engage players in new kinds
of embodied activity. In Unstable Aesthetics: Game Engines and the
Strangeness of Art Modding, Eddie Lohmeyer investigates historical
episodes of art modding practices-the alteration of a game system's
existing code or hardware to generate abstract spaces-situated
around a recent archaeology of the game engine: software for
rendering two and three-dimensional gameworlds. The contemporary
artists highlighted throughout this book-Cory Arcangel, JODI,
Julian Oliver, Krista Hoefle, and Brent Watanabe, among others --
were attracted to the architectures of engines because they allowed
them to explore vital relationships among abstraction, technology,
and the body. Artists employed a range of modding
techniques-hacking the ROM chips on Nintendo cartridges to produce
experimental video, deconstructing source code to generate
psychedelic glitch patterns, and collaging together surreal
gameworlds-to intentionally dissect the engine's operations and
unveil illusions of movement within algorithmic spaces. Through key
moments in game engine history, Lohmeyer formulates a rich
phenomenology of video games by focusing on the liminal spaces of
interaction among system and body, or rather the strangeness of art
modding.
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