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Books > Computing & IT > Computer programming > General
This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve. Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning
This volume presents state-of-the-art complementarity applications, algorithms, extensions and theory in the form of eighteen papers. These at the International Conference on Com invited papers were presented plementarity 99 (ICCP99) held in Madison, Wisconsin during June 9-12, 1999 with support from the National Science Foundation under Grant DMS-9970102. Complementarity is becoming more widely used in a variety of appli cation areas. In this volume, there are papers studying the impact of complementarity in such diverse fields as deregulation of electricity mar kets, engineering mechanics, optimal control and asset pricing. Further more, application of complementarity and optimization ideas to related problems in the burgeoning fields of machine learning and data mining are also covered in a series of three articles. In order to effectively process the complementarity problems that arise in such applications, various algorithmic, theoretical and computational extensions are covered in this volume. Nonsmooth analysis has an im portant role to play in this area as can be seen from articles using these tools to develop Newton and path following methods for constrained nonlinear systems and complementarity problems. Convergence issues are covered in the context of active set methods, global algorithms for pseudomonotone variational inequalities, successive convex relaxation and proximal point algorithms. Theoretical contributions to the connectedness of solution sets and constraint qualifications in the growing area of mathematical programs with equilibrium constraints are also presented. A relaxation approach is given for solving such problems. Finally, computational issues related to preprocessing mixed complementarity problems are addressed."
One service mathematics has rendered the 'Et moi, ... si j'avait su comment en revenir. je n'y serais point aIle.' human mee. It has put common sense back Jules Verne where it belongs, on the topmost shelf next to the dusty canister labelled 'discarded non The series is divergent; therefore we may be sense'. Eric T. Bell able to do something with it. O. Heaviside Mathematics is a tool for thought. A highly necessary tool in a world where both feedback and non linearities abound. Similarly, all kinds of parts of mathematics serve as tools for other parts and for other sciences. Applying a simple rewriting rule to the quote on the right above one finds such statements as: 'One service topology has rendered mathematical physics .. .'; 'One service logic has rendered com puter science .. .'; 'One service category theory has rendered mathematics .. .'. All arguably true. And all statements obtainable this way form part of the raison d'etre of this series."
This book provides an understanding of the impact of delay on cloud gaming Quality of Experience (QoE) and proposes techniques to compensate for this impact, leading to a better gaming experience when there are network delays. The author studies why some games in the cloud are more delay sensitive than others by identifying game characteristics influencing a user's delay perception and predicting the gaming QoE degraded by the delay. The author also investigates the impact of jitter and serial-position effects on gaming QoE and delay. Using the insight gained, the author presents delay compensation techniques that can mitigate the negative influence of delay on gaming QoE that use the game characteristics to adapt the games.
Contains everything that a project team needs to know about the development and deployment of Web services with the IBM WebSphere product family. Includes examples for all development artifacts in a format that can be reused in the reader’s project. The text combines the authors’ own practical experiences with consolidated information on the latest product capabilities in a unique approach that allows the book to be easily accessible to a broad spectrum of readers. Finding a balance between a euphoric/optimistic and down-to earth/realistic view on the subject, this book should sit on every Web service developer’s bookshelf.
Learn, prepare, and practice for the Project Management Professional (PMP)® Exam success with this Cert Guide from Pearson IT Certification, a leader in IT Certification learning. Master PMP exam topics Assess your knowledge with chapter-ending quizzes Review key concepts with exam preparation tasks Practice with realistic exam questions Project Management Professional (PMP)® Exam Cert Guide is a best-of-breed exam study guide. Author Gregory M. Horine, and author and expert instructor Asad Haque share preparation hints and test-taking tips, helping you identify areas of weakness and improve both your conceptual knowledge and hands-on skills. Material is presented in a concise manner, focusing on increasing your understanding and retention of exam topics. The book presents you with an organized test preparation routine through the use of proven series elements and techniques. Exam topic lists make referencing easy. Chapter-ending Exam Preparation Tasks help you drill on key concepts you must know thoroughly. Review questions help you assess your knowledge, and a final preparation chapter guides you through tools and resources to help you craft your final study plan. The companion website contains the powerful Pearson Test Prep practice test software, complete with hundreds of exam-realistic questions. The assessment engine offers you a wealth of customization options and reporting features, laying out a complete assessment of your knowledge to help you focus your study where it is needed most. Well regarded for its level of detail, assessment features, and challenging review questions and exercises, this study guide helps you master the concepts and techniques that will enable you to succeed on the exam the first time. This book will prepare you for the PMP® exam, enabling you to Understand the key elements of the PMBOK® Guide that are critical for exam success Learn PMI’s approach to project management Streamline your exam preparations via exam insights, tips, and study strategies Improve your exam readiness with a clear understanding of test-taking strategies and PMP exam question types and scenarios Understand how to plan and close projects according to PMI guidelines Master the differences between predictive, agile, and hybrid project approaches Clarify the differences between the roles of the predictive project manager and the agile team facilitator Understand how to collaborate, engage, and motivate teams and stakeholders for successful completion of the project
Interactive systems are growing in the last decade because of the amount of fields in which this kind of application can be used as a test bed to experiment in medicine, training, education, and so on. Developing Future Interactive Systems is a complilation of knowledge collected from several researchers in the field of interactive systems, offering an overview of the different parts of the environment that must be taken into account to develop a quality interactive system from the software engineering discipline. The book is oriented to developers of interactive systems, as well as researchers in the field of virtual environments.
R and Python for Oceanographers: A Practical Guide with Applications describes the uses of scientific Python packages and R in oceanographic data analysis, including both script codes and graphic outputs. Each chapter begins with theoretical background that is followed by step-by-step examples of software applications, including scripts, graphics, tables and practical exercises for better understanding of the subject. Examples include frequently used data analysis approaches in physical and chemical oceanography, but also contain topics on data import/export and GIS mapping. The examples seen in book provide uses of the latest versions of Python and R libraries.
This book gathers outstanding research papers presented at the International Joint Conference on Advances in Computational Intelligence (IJCACI 2020), organized by Daffodil International University (DIU) and Jahangirnagar University (JU) in Bangladesh and South Asian University (SAU) in India. These proceedings present novel contributions in the areas of computational intelligence and offer valuable reference material for advanced research. The topics covered include collective intelligence, soft computing, optimization, cloud computing, machine learning, intelligent software, robotics, data science, data security, big data analytics, and signal and natural language processing.
The material presented in this book originates from the first Eurographics Workshop on Graphics Hardware, held in Lisbon, Portugal, in August 1986. Leading experts in the field present the state of their ongoing graphics hardware projects and give their individual views of future developments. The final versions of the contributions are written in the light of in-depth discussions at the workshop. The book starts a series of EurographicSeminars volumes on the state-of-the-art of graphics hardware. This volume presents a unique collection of material which covers the following topics: workstation architectures, traffic simulators, hardware support for geometric modeling, ray-tracing. It therefore will be of interest to all computer graphics professionals wishing to gain a deeper knowledge of graphics hardware.
This book provides an introduction to the mathematical theory of optimization. It emphasizes the convergence theory of nonlinear optimization algorithms and applications of nonlinear optimization to combinatorial optimization. Mathematical Theory of Optimization includes recent developments in global convergence, the Powell conjecture, semidefinite programming, and relaxation techniques for designs of approximation solutions of combinatorial optimization problems.
This book provides a practically applicable guide to designing evidence-based medical apps and mHealth interventions. It features detailed guidance and case studies where applicable on the best practices and available techniques from both technological (platform technologies, toolkits, sensors) and research perspectives. This approach enables the reader to develop a deep understanding of how to collect the appropriate data and work with users to build a user friendly app for their target audience. Information on how researchers and designers can communicate their intentions with a variety of stakeholders including medical practitioners, developers and researchers to ensure the best possible decisions are made during the development process to produce an app of optimal quality that also considers usability. Developing Medical Apps and mHealth Interventions comprehensively covers the development of medical and health apps for researchers, informaticians and physicians, and is a valuable resource for the experienced professional and trainee seeking a text on how to develop user friendly medical apps.
This is the third edition of the first ever book to explore the exciting field of augmented reality art and its enabling technologies. The new edition has been thoroughly revised and updated, with 9 new chapters included. As well as investigating augmented reality as a novel artistic medium, the book covers cultural, social, spatial and cognitive facets of augmented reality art. It has been written by a virtual team of 33 researchers and artists from 11 countries who are pioneering in the new form of art, and contains numerous colour illustrations showing both classic and recent augmented reality artworks. Intended as a starting point for exploring this new fascinating area of research and creative practice, it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.
The papers in this volume comprise the refereed proceedings of the Second IFIP International Conference on Computer and Computing Technologies in Agriculture (CCTA2008), in Beijing, China, 2008. The conference on the Second IFIP International Conference on Computer and Computing Technologies in Agriculture (CCTA 2008) is cooperatively sponsored and organized by the China Agricultural University (CAU), the National Engineering Research Center for Information Technology in Agriculture (NERCITA), the Chinese Society of Agricultural Engineering (CSAE) , International Federation for Information Processing (IFIP), Beijing Society for Information Technology in Agriculture, China and Beijing Research Center for Agro-products Test and Farmland Inspection, China. The related departments of China's central government bodies like: Ministry of Science and Technology, Ministry of Industry and Information Technology, Ministry of Education and the Beijing Municipal Natural Science Foundation, Beijing Academy of Agricultural and Forestry Sciences, etc. have greatly contributed and supported to this event. The conference is as good platform to bring together scientists and researchers, agronomists and information engineers, extension servers and entrepreneurs from a range of disciplines concerned with impact of Information technology for sustainable agriculture and rural development. The representatives of all the supporting organizations, a group of invited speakers, experts and researchers from more than 15 countries, such as: the Netherlands, Spain, Portugal, Mexico, Germany, Greece, Australia, Estonia, Japan, Korea, India, Iran, Nigeria, Brazil, China, etc.
This book presents best selected papers presented at the 4th International Conference on Smart Computing and Informatics (SCI 2020), held at the Department of Computer Science and Engineering, Vasavi College of Engineering (Autonomous), Hyderabad, Telangana, India. It presents advanced and multi-disciplinary research towards the design of smart computing and informatics. The theme is on a broader front which focuses on various innovation paradigms in system knowledge, intelligence and sustainability that may be applied to provide realistic solutions to varied problems in society, environment and industries. The scope is also extended towards the deployment of emerging computational and knowledge transfer approaches, optimizing solutions in various disciplines of science, technology and health care.
This volume contains the edited texts of the lectures presented at the workshop on Nonlinear Optimization: Theory and Applications, held in Erice at the "G. Stampacchia" School of Mathematics of the "E. Majorana" International Centre for Scientific Culture June 13-21, 1995. The meeting was conceived to review and discuss recent advances and promising research trends concerning theory, algorithms, and innovative applications in the field This is a field of mathematics which is providing viable of Nonlinear Optimization. tools in engineering, in economics and in other applied sciences, and which is giving a great contribution also in the solution of the more practiced linear optimization prob lems. The meeting was attended by approximately 70 people from 18 countries. Besides the lectures, several formal and informal discussions took place. The result was a broad exposure providing a wide and deep understanding of the present research achievements in the field. We wish to express our appreciation for the active contributions of all the partici pants in the meeting. Our gratitude is due to the Ettore Majorana Center in Erice, which offered its facilities and stimulating environment: its staff was certainly instrumental for the success of the meeting. Our gratitude is also due to Francisco Facchinei and Massino Roma for the time spent in the organization of the workshop, and to Giuliana Cai for the careful typesetting of this volume."
This book - composed of two volumes - explores the syntactical constructs of the most common programming languages, and sheds a mathematical light on their semantics, providing also an accurate presentation of the material aspects that interfere with coding. Concepts and Semantics of Programming Languages 2 presents an original semantic model, collectively taking into account all of the constructs and operations of modules and classes: visibility, import, export, delayed definitions, parameterization by types and values, extensions, etc. The model serves for the study of Ada and OCaml modules, as well as C header files. It can be deployed to model object and class features, and is thus used to describe Java, C++, OCaml and Python classes. This book is intended not only for computer science students and teachers but also seasoned programmers, who will find a guide to reading reference manuals and the foundations of program verification.
These days, the nature of services and the volume of demand in the telecommu nication industry is changing radically, with the replacement of analog transmis sion and traditional copper cables by digital technology and fiber optic transmis sion equipment. Moreover, we see an increasing competition among providers of telecommunication services, and the development of a broad range of new services for users, combining voice, data, graphics and video. Telecommunication network planning has thus become an important problem area for developing and applying optimization models. Telephone companies have initiated extensive modeling and planning efforts to expand and upgrade their transmission facilities, which are, for most national telecommunication networks, divided in three main levels (see Balakrishnan et al. 5]), namely, l. the long-distance or backbone network that typically connects city pairs through gateway nodes; 2. the inter-office or switching center network within each city, that interconnects switching centers in different subdivisions (clusters of customers) and provides access to the gateway(s) node(s); 1 2 DESIGN OF SURVNABLE NETWORKS WITH BOUNDED RINGS 3. the local access network that connects individual subscribers belonging to a cluster to the corresponding switching center. These three levels differ in several ways including their design criteria. Ideally, the design of a telecommunication network should simultaneously account for these three levels. However, to simplify the planning task, the overall planning problem is decomposed by considering each level separately."
C++ is a powerful, much sought after programming language, but can be daunting to work with, even for engineering professionals. Why is this book so useful? Have you ever wondered: - How do keywords like static and virtual change their meanings according to context? - What are the similarities and differences between Pointers and References, Pointers and Arrays, Constructors and Copy Constructors, Nested and Local Inner Classes? - Why is Multiple Interface Inheritance seen to be beautiful but Multiple Implementation Inheritance considered evil? - When is Polymorphism Static or Dynamic, Bounded or Unbounded? Answers on these questions, and much more, are explained in this book, Cybernetics in C++. What makes this text so different and appealing in comparison to existing books on the market? - The Bulleted style, as opposed to Prose, produces results much faster, both in learning and reference - Rules of Thumb, and further expert Tips are given throughout in how to optimise your code - The Prospective Evils sections tell you what to avoid - The thorough coverage ensures you will be trained to expert level in each of Imperative, Procedural, Memory & Resource Management, Object Oriented and Generic Programming Cybernetics in C++ combines a theoretical overview and practical approach in one book, which should prove to be a useful reference for computer scientists, software programmers, engineers and students in this and related field.
This comprehensive guide walks readers through the entire process of getting and keeping a writing job in the games industry. It outlines exactly what a beginner needs to know about education requirements, finding opportunities, applying for roles, and acing studio interviews. Professional writers will learn how to navigate studio hierarchies, transfer roles and companies, work overseas, and keep developing their careers. Written by an experienced games writer with nearly two decades of industry knowledge, the book contains a wealth of interviews and perspectives with industry leaders, hiring managers, and developers from marginalized communities, all offering their tips and insights. Included are examples of materials such as job posts, writing samples, and portfolios, as well as chapter end challenges for readers to directly apply the skills they have learnt. This book will be of great interest to all beginner and aspiring games writers and narrative designers, as well as more experienced writers looking to hone their skills.
The interplay between words, computability, algebra and arithmetic has now proved its relevance and fruitfulness. Indeed, the cross-fertilization between formal logic and finite automata (such as that initiated by J.R. Buchi) or between combinatorics on words and number theory has paved the way to recent dramatic developments, for example, the transcendence results for the real numbers having a "simple" binary expansion, by B. Adamczewski and Y. Bugeaud. This book is at the heart of this interplay through a unified exposition. Objects are considered with a perspective that comes both from theoretical computer science and mathematics. Theoretical computer science offers here topics such as decision problems and recognizability issues, whereas mathematics offers concepts such as discrete dynamical systems. The main goal is to give a quick access, for students and researchers in mathematics or computer science, to actual research topics at the intersection between automata and formal language theory, number theory and combinatorics on words. The second of two volumes on this subject, this book covers regular languages, numeration systems, formal methods applied to decidability issues about infinite words and sets of numbers.
This book presents revised versions of the best papers selected from the symposium Mathematical Progress in Expressive Image Synthesis (MEIS2013) held in Fukuoka, Japan, in 2013. The topics cover various areas of computer graphics (CG), such as surface deformation/editing, character animation, visual simulation of fluids, texture and sound synthesis and photorealistic rendering. From a mathematical point of view, the book also presents papers addressing discrete differential geometry, Lie theory, computational fluid dynamics, function interpolation and learning theory. This book showcases the latest joint efforts between mathematicians, CG researchers and practitioners exploring important issues in graphics and visual perception.The book provides a valuable resource for all computer graphics researchers seeking open problem areas, especially those now entering the field who have not yet selected a research direction."
This book explores the most recent Edge and Distributed Cloud computing research and industrial advances, settling the basis for Advanced Swarm Computing developments. It features the Swarm computing concepts and realizes it as an Ad-hoc Edge Cloud architecture. Unlike current techniques in Edge and Cloud computing that solely view IoT connected devices as sources of data, Swarm computing aims at using the compute capabilities of IoT connected devices in coordination with current Edge and Cloud computing innovations. In addition to being more widely available, IoT-connected devices are also quickly becoming more sophisticated in terms of their ability to carry considerable compute and storage resources. Swarm computing and Ad-hoc Edge Cloud take full advantage of this trend to create on-demand, autonomic and decentralized self-managed computing infrastructures. Focusing on cognitive resource and service management, the book examines the specific research challenges of the Swarm computing approach, related to the characteristics of IoT connected devices that form the infrastructure. It also offers academics and practitioners insights for future research in the fields of Edge and Swarm computing. |
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