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Books > Computing & IT > Computer hardware & operating systems > Personal computers > General
This book constitutes the refereed post-proceedings of the First International Workshop on Cognitive Agents for Virtual Environments, CAVE 2012, held at AAMAS 2012, in Valencia, Spain, in June 2012. The 10 full papers presented were thoroughly reviewed and selected from 14 submissions. In addition one invited high quality contribution has been included. The papers are organized in the following topical sections: coupling agents and game engines; using games with agents for education; visualization and simulation; and evaluating games with agents.
This book constitutes the refereed proceedings of the 6th International Conference on Interactive Storytelling, ICIDS 2013, Istanbul, Turkey, November 2013. The 14 revised full papers presented together with 10 short papers were carefully reviewed and selected from 51 submissions. The papers are organized in topical sections on theory and aesthetics; authoring tools and applications; evaluation and user experience reports; virtual characters and agents; new storytelling modes; workshops.
This book constitutes the refereed proceedings of the 12th International Conference on Entertainment Computing, ICEC 2013, held in Sao Paulo, Brazil, in October 2013. The 13 full papers, 6 short papers, 11 posters presented were carefully reviewed and selected from 75 submissions. In addition to these papers, the program featured 2 demos, 3 workshops, 3 tutorials and 3 art installations, also summarized in this book. The papers cover various topics in the multi-disciplinary field of entertainment computing.
This book constitutes the refereed proceedings of the 4th International Conference on Serious Games Development and Applications, SGDA 2013, held in Trondheim, Norway, in September 2013. The 32 papers (23 full papers, 9 short papers/posters and 2 invited keynotes) presented were carefully reviewed and selected from various submissions. The papers are organized in topical sections on games for health, games for education and training, games for other purposes, game design and theories, gaming interface, policy matters.
Peer-to-peer systems are now widely used and have become the focus of attention for many researchers over the past decade. A number of algorithms for decentralized search, content distribution, and media streaming have been developed. This book provides fundamental concepts for the benchmarking of those algorithms in peer-to-peer systems. It also contains a collection of characteristic benchmarking results. The chapters of the book have been organized in three topical sections on: Fundamentals of Benchmarking in P2P Systems; Synthetic Benchmarks for Peer-to-Peer Systems; and Application Benchmarks for Peer-to-Peer Systems. They are preceded by a detailed introduction to the subject.
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game- based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This special issue consists of two parts: the first one features original research papers on interactive digital storytelling in the applied context of edutainment; the second part contains a selection of revised and expanded best papers from the 4th eLearning Baltics (eLBa 2011) conference. The papers on digital storytelling have been split into sections on theory, technology, and case studies; the eLBA 2011 conference papers deal with technology and applications, case studies and mobile applications, and game-based learning and social media.
Learn Raspberry Pi with Linux will tell you everything you need to know about the Raspberry Pi's GUI and command line so you can get started doing amazing things. You'll learn how to set up your new Raspberry Pi with a monitor, keyboard and mouse, and you'll discover that what may look unfamiliar in Linux is really very familiar. You'll find out how to connect to the internet, change your desktop settings, and you'll get a tour of installed applications. Next, you'll take your first steps toward being a Raspberry Pi expert by learning how to get around at the Linux command line. You'll learn about different shells, including the bash shell, and commands that will make you a true power user. Finally, you'll learn how to create your first Raspberry Pi projects: * Making a Pi web server: run LAMP on your own network * Making your Pi wireless: remove all the cables and retain all the functionality * Making a Raspberry Pi-based security cam and messenger service: find out who's dropping by * Making a Pi media center: stream videos and music from your Pi Raspberry Pi is awesome, and it's Linux. And it's awesome because it's Linux.But if you've never used Linux or worked at the Linux command line before, it can be a bit daunting. Raspberry Pi is an amazing little computer with tons of potential. And Learn Raspberry Pi with Linux can be your first step in unlocking that potential. What you'll learn * How to get online with Raspberry Pi * How to customize your Pi's desktop environment * Essential commands for putting your Pi to work * Basic network services - the power behind what Pi can do * How to make your Pi totally wireless by removing all the cables * How to turn your Pi into your own personal web server * How to turn your Pi into a spy * How to turn your Pi into a media center Who this book is for Raspberry Pi users who are new to Linux and the Linux command line.
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This issue contains a special section on serious games with 8 outstanding contributions from the VS-Games 2011 conference; furthermore, there are 13 regular papers. These contributions clearly demonstrate the use of serious games and virtual worlds for edutainment applications and form a basis for further exploration and new ideas.
Use your laptop or tablet with confidence This practical book will have you achieving immediate results using: a friendly, visual approach simple language practical, task-based examples large, full-colour screenshots. Discover everything you want to know about choosing and using your laptop or tablet in this easy-to-use guide; from the most essential tasks that you'll want to perform, to solving the most common problems you'll encounter. Practical. Simple. Fast. Get the most out of your laptop or tablet with practical tips on every page: * ALERT: Solutions to common problems * HOT TIP: Time-saving shortcuts * SEE ALSO: Related tasks and information * DID YOU KNOW? Additional features to explore * WHAT DOES THIS MEAN? Jargon explained in plain English
This book constitutes the refereed proceedings of the 6th International Conference on Informatics in Schools: Situation, Evolution, and Perspectives, ISSEP 2013, held in Oldenburg, Germany, in February/March 2013. The 15 full papers included in this volume were carefully reviewed and selected from 48 submissions; in addition the book contains two keynote talks in full-paper length. The contributions are organized in topical sections named: from computer usage to computational thinking; algorithmic and computational thinking; games; informatics in the context of other disciplines; and competence-based learning and retention of competencies.
This book constitutes the refereed proceedings of the 3rd International Conference on Serious Games Development and Applications, SGDA 2012, held in Bremen, Germany in September 2012. The 22 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers cover various topics on serious games including engineering, education, health care, military applications, game design, game study, game theories, virtual reality, 3D visualisation and medical applications of games technology.
This book constitutes the refereed proceedings of the Joint Conference of the Interdisciplinary Research Group on Technology, Education, Communication, and the Scientific Network on Critical and Flexible Thinking, held in Ghent, Belgium, in October 2011. The 12 papers in this volume represent extended versions of the 20 papers presented at the conference and selected from numerous submissions. The conference brought together scholars and researchers who study the use of serious games in educational settings from different perspectives, such as instructional design, domain specific didactics, cognitive and computer science.
This book constitutes the refereed proceedings of the 11th International Conference on Entertainment Computing, ICEC 2012, held in Bremen, Germany, in September 2012. The 21 full papers, 13 short papers, 16 posters, 8 demos, 4 workshops, 1 tutorial and 3 doctoral consortium submissions presented were carefully reviewed and selected from 115 submissions. The papers are organized in topical sections on story telling; serious games (learning and training); self and identity, interactive performance; mixed reality and 3D worlds; serious games (health and social); player experience; tools and methods; user interface; demonstrations; industry demonstration; harnessing collective intelligence with games; game development and model-driven software development; mobile gaming, mobile life - interweaving the virtual and the real; exploring the challenges of ethics, privacy and trust in serious gaming; open source software for entertainment.
This book constitutes the refereed proceedings of the 7th International Conference on E-Learning and Games, Edutainment 2012, held in conjunction with the 3rd International Conference on Serious Games for Training, Education, Health and Sports, GameDays 2012, held in Darmstadt, Germany, in September 2012. The 21 full papers presented were carefully reviewed and selected for inclusion in this book. They are organized in topical sections named: game-based training; game-based teaching and learning; emerging learning and gaming technologies; authoring tools and mechanisms; and serious games for health.
Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.
The First Conference on the History of Nordic Computing (HiNC1) was organized in Trondheim, in June 2003. The HiNC1 event focused on the early years of computing, that is the years from the 1940s through the 1960s, although it formally extended to year 1985. In the preface of the proceedings of HiNC1, Janis Bubenko, Jr. , John Impagliazzo, and Arne Solvberg describe well the peculiarities of early Nordic c- puting [1]. While developing hardware was a necessity for the first professionals, quite soon the computer became an industrial product. Computer scientists, among others, grew increasingly interested in programming and application software. P- gress in these areas from the 1960s to the 1980s was experienced as astonishing. The developments during these decades were taken as the focus of HiNC2. During those decades computers arrived to every branch of large and medium-sized businesses and the users of the computer systems were no longer only computer s- cialists but also people with other main duties. Compared to the early years of comp- ing before 1960, where the number of computer projects and applications was small, capturing a holistic view of the history between the 1960s and the 1980s is conside- bly more difficult. The HiNC2 conference attempted to help in this endeavor.
What constitutes an identity, how do new technologies affect identity, how do we manage identities in a globally networked information society? The increasing div- sity of information and communication technologies and their equally wide range of usage in personal, professional and official capacities raise challenging questions of identity in a variety of contexts. The aim of the IFIP/FIDIS Summer Schools has been to encourage young a- demic and industry entrants to share their own ideas about privacy and identity m- agement and to build up collegial relationships with others. As such, the Summer Schools have been introducing participants to the social implications of information technology through the process of informed discussion. The 4th International Summer School took place in Brno, Czech Republic, during September 1-7, 2008. It was organized by IFIP (International Federation for Infor- tion Processing) working groups 9.2 (Social Accountability), 9.6/11.7 (IT Misuse and the Law) and 11.6 (Identity Management) in cooperation with the EU FP6 Network of Excellence FIDIS and Masaryk University in Brno. The focus of the event was on security and privacy issues in the Internet environment, and aspects of identity m- agement in relation to current and future technologies in a variety of contexts.
This book constitutes the refereed proceedings of the 4th International Conference on Online Communities and Social Computing, OCSC 2011, held in Orlando, FL, USA in July 2011 in the framework of the 14th International Conference on Human-Computer Interaction, HCII 2011 with 10 other thematically similar conferences. The 77 revised papers presented were carefully reviewed and selected from numerous submissions. The papers accepted for presentation thoroughly cover the thematic area of online communities and social computing, addressing the following major topics: on-line communities and intelligent agents in education and research; blogs, Wikis and Twitters; social computing in business and the enterprise; social computing in everyday life; information management in social computing.
This book looks at the future of advertising from the perspective of pervasive computing. Pervasive computing encompasses the integration of computers into everyday devices, like the covering of surfaces with interactive displays and networked mobile phones. Advertising is the communication of sponsored messages to inform, convince, and persuade to buy. We believe that our future cities will be digital, giving us instant access to any information we need everywhere, like at bus stops, on the sidewalk, inside the subway and in shopping malls. We will be able to play with and change the appearance of our cities effortlessly, like making flowers grow along a building wall or changing the colour of the street we are in. Like the internet as we know it, this digitalization will be paid for by adverts, which unobtrusively provide us suggestions for nearby restaurants or cafes. If any content annoys us, we will be able to effortlessly say so and change it with simple gestures, and content providers and advertisers will know what we like and be able to act accordingly. This book presents the technological foundations to make this vision a reality.
This book constitutes the thoroughly refereed post-workshop proceedings of the 9th International Conference on Web-Based Learning, ICWL 2010, held in Shanghai, China, in December 2010. The 36 revised full papers and 8 short papers presented were carefully reviewed and selected from 192 submissions. They deal with topics such as e-learning platforms and tools, technology enhanced learning, Web-based learning for oriental languages, mobile/situated e-learning, learning resource deployment, organization and management, design, model and framework of e-learning systems, e-learning metadata and standards, collaborative learning and game-based learning, as well as practice and experience sharing, and pedagogical issues.
This book constitutes the joint refereed proceedings of the Third International Workshop on Communication Technologies for Vehicles, Nets4Cars 2011and the First International Workshop on Communication Technologies for Vehicles in the Railway Transportation, Nets4Trains 2011, held in Oberpfaffenhofen, Germany, in March 2011. The 7 full papers of the rail track and 12 full papers of the road track presented together with a keynote were carefully reviewed and selected from 13 and 21 submissions respectively. They provide an overview over the latest technologies and research in the field of intra- and inter-vehicle communication and present original research results in areas relating to communication protocols and standards, mobility and traffic models, experimental and field operational testing, and performance analysis.
This book identifies vulnerabilities in the physical layer, the MAC layer, the IP layer, the transport layer, and the application layer, of wireless networks, and discusses ways to strengthen security mechanisms and services. Topics covered include intrusion detection, secure PHY/MAC/routing protocols, attacks and prevention, immunization, key management, secure group communications and multicast, secure location services, monitoring and surveillance, anonymity, privacy, trust establishment/management, redundancy and security, and dependable wireless networking.
This book constitutes the refereed proceedings of the 1st IFIP Entertainment Computing Symposium held in Milan, Italy on September 7-10, 2008. The IFIP series publishes state-of-the-art results in the sciences and technologies of information and communication. The scope of the series includes: foundations of computer science; software theory and practice; education; computer applications in technology; communication systems; systems modeling and optimization; information systems; computers and society; computer systems technology; security and protection in information processing systems; artificial intelligence; and human-computer interaction. Proceedings and post-proceedings of refereed international conferences in computer science and interdisciplinary fields are featured. These results often precede journal publication and represent the most current research. The principal aim of the IFIP series is to encourage education and the dissemination and exchange of information about all aspects of computing.
Home-Oriented Informatics and Telematics is an essential reference for both academic and professional researchers in the field of home informatics. The home is a key aspect of society and the widespread use of computers and other information appliances is transforming the way in which we live, work and communicate in the information age. This area of study has seen remarkable growth in the last few years as information technology has encroached into every corner of home and social spheres. The papers selected here cover a growing range of topics, including assistive technology; smart homes; home technology; memory aids; home activity; appliance design; design methodology; time, space and virtual presence; social and ethical aspects; and home activities. This state-of-the-art volume presents the proceedings of the Home-Oriented Informatics and Telematics conference held in York, U.K, April 13-15, 2005. This collection will be important not only for home informatics experts and researchers, but also for teachers, administrators, and anyone else seeking to keep up to date in this rapidly emerging field. |
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