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Deep Neural Network Applications (Hardcover): Hasmik Osipyan, Bosede Iyiade Edwards, Adrian David Cheok Deep Neural Network Applications (Hardcover)
Hasmik Osipyan, Bosede Iyiade Edwards, Adrian David Cheok
R4,577 Discovery Miles 45 770 Ships in 12 - 17 working days

- Teaches machine learning concepts in general - Helps become familiar with deep learning techniques - Helps understand neural networks and deep networks - Explores the major deep network architectures (CNN, RNN, LSTM) - Shows how to choose right deep network for specific problems - Helps readers walk through the fundamentals of fine-tuning deep network architectures

Emerging Technologies for Next Generation Learning Spaces (Paperback, 1st ed. 2021): Bosede Iyiade Edwards, Nurbiha A. Shukor,... Emerging Technologies for Next Generation Learning Spaces (Paperback, 1st ed. 2021)
Bosede Iyiade Edwards, Nurbiha A. Shukor, Adrian David Cheok
R2,891 Discovery Miles 28 910 Ships in 10 - 15 working days

This book discusses the development of the next generation learning spaces with emerging technologies. These spaces result from the combined needs of classroom stakeholders, such as instructors and learners, with classroom elements, such as tools and technologies, pedagogy and content. The book presents discussions and studies on issues, possibilities and implications of these changes for next generation education. Novel ideas, and studies on these all-encompassing, blended roles of technologies in next generation learning spaces are clearly presented. Suggestions on how the benefits they offer can be maximized are also discussed. Engaging learning technologies have remained central in education for assisting instructors to teach and learners to learn, more effectively. However, recent technological growth is creating a system in which previous divides between key classroom concepts and stakeholders are getting progressively blurred. This is giving rise to next generation learning spaces where elements and stakeholders are blended into one. The book addresses the future of learning environments based on these perspectives.

Emerging Technologies for Next Generation Learning Spaces (Hardcover, 1st ed. 2021): Bosede Iyiade Edwards, Nurbiha A. Shukor,... Emerging Technologies for Next Generation Learning Spaces (Hardcover, 1st ed. 2021)
Bosede Iyiade Edwards, Nurbiha A. Shukor, Adrian David Cheok
R2,924 Discovery Miles 29 240 Ships in 10 - 15 working days

This book discusses the development of the next generation learning spaces with emerging technologies. These spaces result from the combined needs of classroom stakeholders, such as instructors and learners, with classroom elements, such as tools and technologies, pedagogy and content. The book presents discussions and studies on issues, possibilities and implications of these changes for next generation education. Novel ideas, and studies on these all-encompassing, blended roles of technologies in next generation learning spaces are clearly presented. Suggestions on how the benefits they offer can be maximized are also discussed. Engaging learning technologies have remained central in education for assisting instructors to teach and learners to learn, more effectively. However, recent technological growth is creating a system in which previous divides between key classroom concepts and stakeholders are getting progressively blurred. This is giving rise to next generation learning spaces where elements and stakeholders are blended into one. The book addresses the future of learning environments based on these perspectives.

Virtual Taste and Smell Technologies for Multisensory Internet and Virtual Reality (Paperback, Softcover reprint of the... Virtual Taste and Smell Technologies for Multisensory Internet and Virtual Reality (Paperback, Softcover reprint of the original 1st ed. 2018)
Adrian David Cheok, Kasun Karunanayaka
R4,230 Discovery Miles 42 300 Ships in 10 - 15 working days

Currently, Internet and virtual reality communication is essentially audio-visual. The next important breakthrough of the Internet will be the communication and sharing of smell and taste experiences digitally. Audio-visual stimuli are frequency based, and they can be easily digitized and actuated. On the other hand, taste and smell stimuli are based on chemical molecules, therefore, they are not easy to digitize or actuate. To solve this problem, we are required to discover new digital actuation technologies for taste and smell. The authors of this book have experimented on developing digital actuation devices for several years. This book will provide a complete overview of the importance of digitizing taste and smell, prior works, proposed technologies by the authors, other state of the art research, advantages and limitations of the proposed methods, and future applications. We expect digital taste and smell technologies will revolutionize the field of multisensory augmented reality and open up new interaction possibilities in different disciplines such as Human Computer Interaction, Communication, and Augmented and Virtual Reality.

Virtual Taste and Smell Technologies for Multisensory Internet and Virtual Reality (Hardcover, 1st ed. 2018): Adrian David... Virtual Taste and Smell Technologies for Multisensory Internet and Virtual Reality (Hardcover, 1st ed. 2018)
Adrian David Cheok, Kasun Karunanayaka
R4,625 Discovery Miles 46 250 Ships in 10 - 15 working days

Currently, Internet and virtual reality communication is essentially audio-visual. The next important breakthrough of the Internet will be the communication and sharing of smell and taste experiences digitally. Audio-visual stimuli are frequency based, and they can be easily digitized and actuated. On the other hand, taste and smell stimuli are based on chemical molecules, therefore, they are not easy to digitize or actuate. To solve this problem, we are required to discover new digital actuation technologies for taste and smell. The authors of this book have experimented on developing digital actuation devices for several years. This book will provide a complete overview of the importance of digitizing taste and smell, prior works, proposed technologies by the authors, other state of the art research, advantages and limitations of the proposed methods, and future applications. We expect digital taste and smell technologies will revolutionize the field of multisensory augmented reality and open up new interaction possibilities in different disciplines such as Human Computer Interaction, Communication, and Augmented and Virtual Reality.

Transactions on Edutainment XIV (Paperback, 1st ed. 2018): Zhigeng Pan, Adrian David Cheok, Wolfgang Muller Transactions on Edutainment XIV (Paperback, 1st ed. 2018)
Zhigeng Pan, Adrian David Cheok, Wolfgang Muller
R2,294 Discovery Miles 22 940 Ships in 10 - 15 working days

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. The 19 papers presented in the 14th issue were organized in topical sections named: 3D modeling and visualization; image; e-learning and games; and miscellaneous.

Love and Sex with Robots - Third International Conference, LSR 2017, London, UK, December 19-20, 2017, Revised Selected Papers... Love and Sex with Robots - Third International Conference, LSR 2017, London, UK, December 19-20, 2017, Revised Selected Papers (Paperback, 1st ed. 2018)
Adrian David Cheok, David Levy
R1,684 Discovery Miles 16 840 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the Third International Conference on Love and Sex with Robots, LSR 2017, held in December 2017, in London, UK. The 12 revised papers presented together with 2 keynotes were carefully reviewed and selected from a total of 83 submissions. One of the biggest challenges of the Love and Sex with Robots conference is to engage a wider scientific community in the discussions of the multifaceted topic, which has only recently established itself as an academic research topic within, but not limited to, the disciplines of artificial intelligence, human-computer interaction, robotics, biomedical science and robot ethics etc.

Advances in Computer Entertainment Technology - 14th International Conference, ACE 2017, London, UK, December 14-16, 2017,... Advances in Computer Entertainment Technology - 14th International Conference, ACE 2017, London, UK, December 14-16, 2017, Proceedings (Paperback, 1st ed. 2018)
Adrian David Cheok, Masahiko Inami, Teresa Romao
R6,182 Discovery Miles 61 820 Ships in 10 - 15 working days

This book constitutes the refereed conference proceedings of the 14th International Conference on Advances in Computer Entertainment Technology, ACE 2017, held in London, UK, in December 2017. The 59 full papers presented were selected from a total of 229 submissions. ACE is by nature a multi-disciplinary conference, therefore attracting people across a wide spectrum of interests and disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. The main goal is to stimulate discussion in the development of new and compelling entertainment computing and interactive art concepts and applications. The chapter 'eSport vs irlSport' is open access under a CC BY 4.0 license via link.springer.com.

Hyperconnectivity (Paperback, 1st ed. 2016): Adrian David Cheok Hyperconnectivity (Paperback, 1st ed. 2016)
Adrian David Cheok
R1,848 Discovery Miles 18 480 Ships in 10 - 15 working days

This book explores the emerging field of hyperconnectivity looking at technology and systems that allow person-to-person and person-to-machine communication in networked organizations and the social and economic impact of this society. The author begins by presenting literary culture and interaction, focusing on the development of the Poetry Mix-Up platform, before looking at electronic and magnetic user interfaces for multisensory experiences. He then offers insights into the controversial topic of human intimacy with robots, looking at recent developments like the Kissinger device amongst others. The author concludes by exploring the potential social impact of hyperconnectivity and its future applications. Hyperconnectivity is essential reading to anyone who wants to deepen their understanding of this emerging field especially researchers, designers and engineers who are interested in multi-platform communication, digital networks and HCI.

Entertaining the Whole World (Paperback, Softcover reprint of the original 1st ed. 2014): Adrian David Cheok, Anton Nijholt,... Entertaining the Whole World (Paperback, Softcover reprint of the original 1st ed. 2014)
Adrian David Cheok, Anton Nijholt, Teresa Romão
R2,009 Discovery Miles 20 090 Ships in 10 - 15 working days

‘Entertainment media’ are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks). Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world. Focusing specifically on initiatives that  use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as ‘How can we convert consumers of entertainment into creators of entertainment?’ ‘How can digital entertainment make a contribution to the emerging world?’. Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets.

Art and Technology of Entertainment Computing and Communication (Paperback, Softcover reprint of the original 1st ed. 2010):... Art and Technology of Entertainment Computing and Communication (Paperback, Softcover reprint of the original 1st ed. 2010)
Adrian David Cheok
R3,001 Discovery Miles 30 010 Ships in 10 - 15 working days

Art and Technology of Entertainment Computing and Communication takes a blue sky research perspective on the field of interactive media for entertainment computing. Adrian David Cheok argues that entertainment as an end-product is useful for interactive play, however it is also a powerful tool for learning and communication and it is also a key driver for the development of information technology. This book explores the future of entertainment technologies used for communication and describes quantum step research. It will inform and inspire readers to create their own radical inventions and innovations that are not incremental, but which break through ideas and non-obvious solutions. One of the main explorations is the examination of how new forms of computer interaction can lead to radical new forms of technology and art for entertainment computing. Art and Technology of Entertainment Computing and Communication is an informative and inspirational text for students and the next generation of researchers. It's main aim is to provide information that will hopefully help change the world and society for the better, through new modes of entertainment and communication. Academics, researchers, engineers, game designers, and interaction designers, will find the content both interesting and valuable. Entertainment is the "engine" to inspire people and drive innovation in interactive digital media design. The pioneer of the field, Prof. Adrian David Cheok, takes you on an exciting tour of the future shaped by the Entertainment Technologies. Hiroshi ISHII, Muriel R. Cooper Professor of Media Arts and Sciences, MIT Media Laboratory.

Entertaining the Whole World (Hardcover, 2014): Adrian David Cheok, Anton Nijholt, Teresa Romao Entertaining the Whole World (Hardcover, 2014)
Adrian David Cheok, Anton Nijholt, Teresa Romao
R2,252 Discovery Miles 22 520 Ships in 10 - 15 working days

'Entertainment media' are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks). Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world. Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as 'How can we convert consumers of entertainment into creators of entertainment?' 'How can digital entertainment make a contribution to the emerging world?'. Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets.

Transactions on Edutainment X (Paperback, 2013 ed.): Zhigeng Pan, Adrian David Cheok, Wolfgang Mueller, Ido Iurgel, Paolo... Transactions on Edutainment X (Paperback, 2013 ed.)
Zhigeng Pan, Adrian David Cheok, Wolfgang Mueller, Ido Iurgel, Paolo Petta, …
R2,380 Discovery Miles 23 800 Ships in 10 - 15 working days

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.

Transactions on Edutainment IX (Paperback, 2013 ed.): Zhigeng Pan, Adrian David Cheok, Wolfgang Mueller, Fotis Liarokapis Transactions on Edutainment IX (Paperback, 2013 ed.)
Zhigeng Pan, Adrian David Cheok, Wolfgang Mueller, Fotis Liarokapis
R1,562 Discovery Miles 15 620 Ships in 10 - 15 working days

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.

Transactions on Edutainment VIII (Paperback, 2012 ed.): Zhigeng Pan, Adrian David Cheok, Wolfgang Muller Transactions on Edutainment VIII (Paperback, 2012 ed.)
Zhigeng Pan, Adrian David Cheok, Wolfgang Muller; Edited by Maiga Chang, Mingmin Zhang
R1,557 Discovery Miles 15 570 Ships in 10 - 15 working days

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 10 outstanding contributions from the International Conference on E-Learning and Games, Edutainment 2011, as well as 14 regular papers which were partly selected from national conferences. The topics covered are game engine, using games to teach, identifying player emotion states, assessing the effects of educational games to multi-touch interaction, natural user interface, and virtual reality. Generally, the papers present a large number of examples of edutainment applications, giving more evidence on the high potential and impact of edutainment approaches.

Transactions on Edutainment VII (Paperback, 2012): Zhigeng Pan, Adrian David Cheok, Wolfgang Mueller, Maiga Chang, Mingmin Zhang Transactions on Edutainment VII (Paperback, 2012)
Zhigeng Pan, Adrian David Cheok, Wolfgang Mueller, Maiga Chang, Mingmin Zhang
R1,640 Discovery Miles 16 400 Ships in 10 - 15 working days

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.

The 27 papers of this volume deal with virtual humans; graphics rendering and 3D animation; games and 2D animation; and digital media and its applications.

Transactions on Edutainment VI (Paperback, 2011): Zhigeng Pan, Adrian David Cheok, Wolfgang Muller Transactions on Edutainment VI (Paperback, 2011)
Zhigeng Pan, Adrian David Cheok, Wolfgang Muller
R1,551 Discovery Miles 15 510 Ships in 10 - 15 working days

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. The 6th volume in this series represents a selection of 7 contributions from DMDCM 2011, the 5th International Conference on Digital Media and Digital Content Management, held in Chongqing, China, in December 2011, as well as 18 contributions from CASA 2011, the 24th International Conference on Computer Animation and Social Agents, held in Chengdu, China, in May 2011. The topics covered are: pen-based interface, urban heat island simulation, BR-based on-line expo, physically-based tree animation, 3D face texture stitching, chessboard corner extraction, textured-based tracking, motion control, motion capture and retargeting, path planning, physics based animation, image based animation, behavioral animation, artificial life, deformation, facial animation, multi-resolution and multi-scale models, knowledge-based animation, motion synthesis; social agents and avatars, emotion and personality, virtual humans, autonomous actors, AI based animation, social and conversational agents, inter-agent communication, social behavior, gesture generation, crowd simulation; animation compression and transmission, semantics and ontologies for virtual humans and virtual environments, animation analysis and structuring, anthropometric virtual human models, acquisition and reconstruction of animation data, level of details, semantic representation of motion and animation, medical simulation, cultural heritage, interaction for virtual humans, augmented reality and virtual reality, computer games and online virtual worlds.

Transactions on Edutainment V (Paperback, Edition.): Zhigeng Pan, Adrian David Cheok, Wolfgang Muller Transactions on Edutainment V (Paperback, Edition.)
Zhigeng Pan, Adrian David Cheok, Wolfgang Muller; Edited by (ghost editors) Xubo Yang
R1,552 Discovery Miles 15 520 Ships in 10 - 15 working days

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. The 5th volume in this series represents a selection of 12 contributions from DMDCM 2010, the 5th International Conference on Digital Media and Digital Content Management, held in Chongqing, China, in December 2010, as well as 9 regular papers. The papers cover topics such as human-computer interaction, virtual exhibit, face recognition, character animation etc.; they moreover present a large number of application examples in the area of e-learning, game, animation, multimedia, and virtual reality which gives more broad view on the application of edutainment-related techniques.

Art and Technology of Entertainment Computing and Communication (Hardcover, 2010): Adrian David Cheok Art and Technology of Entertainment Computing and Communication (Hardcover, 2010)
Adrian David Cheok
R3,010 Discovery Miles 30 100 Ships in 10 - 15 working days

Art and Technology of Entertainment Computing and Communication takes a blue sky research perspective on the field of interactive media for entertainment computing. Adrian David Cheok argues that entertainment as an end-product is useful for interactive play, however it is also a powerful tool for learning and communication and it is also a key driver for the development of information technology. This book explores the future of entertainment technologies used for communication and describes quantum step research. It will inform and inspire readers to create their own radical inventions and innovations that are not incremental, but which break through ideas and non-obvious solutions. One of the main explorations is the examination of how new forms of computer interaction can lead to radical new forms of technology and art for entertainment computing. Art and Technology of Entertainment Computing and Communication is an informative and inspirational text for students and the next generation of researchers. It s main aim is to provide information that will hopefully help change the world and society for the better, through new modes of entertainment and communication. Academics, researchers, engineers, game designers, and interaction designers, will find the content both interesting and valuable. Entertainment is the "engine" to inspire people and drive innovation in interactive digital media design. The pioneer of the field, Prof. Adrian David Cheok, takes you on an exciting tour of the future shaped by the Entertainment Technologies. Hiroshi ISHII, Muriel R. Cooper Professor of Media Arts and Sciences, MIT Media Laboratory."

Transactions on Edutainment IV (Paperback, Edition.): Zhigeng Pan Transactions on Edutainment IV (Paperback, Edition.)
Zhigeng Pan; Edited by Xiaopeng Zhang; Edited by (editors-in-chief) Adrian David Cheok, Wolfgang Muller
R1,557 Discovery Miles 15 570 Ships in 10 - 15 working days

E-learning and digital entertainment techniques, tools and systems are becoming popular and can be found in many real-world educational applications in many co- tries. The driving force behind these technologies is the rapidly growing requirements of edutainment, especially from the perspective of the users. This has led to the increasing interest of researchers in this area. The articles in this issue give a rich overview of how edutainment technologies can be creatively used for training and education purposes. The first 12 articles of this issue represent a selection of outstanding contributions from Edutainment 2010, the 5th International Conference on E-learning and Games, held in Changchun, China, in August 2010. The main purpose of this event is to faci- tate the discussion, presentation, and information exchange on the scientific and te- nological developments in the emerging field of digital entertainment techniques and systems for education. These 12 papers concentrated on three aspects: e-learning s- tem and applications, game techniques for learning, and virtual reality techniques for entertainment. They are closely related to the topics of this journal.

Transactions on Edutainment II (Paperback, 2009 ed.): Zhigeng Pan Transactions on Edutainment II (Paperback, 2009 ed.)
Zhigeng Pan; Edited by Abdennour El Rhalibi; Edited by (editors-in-chief) Adrian David Cheok, Wolfgang Muller
R1,567 Discovery Miles 15 670 Ships in 10 - 15 working days

With great pleasure we present the second volume of the new journal Trans- tions on Edutainment. This journal, part of the Springer series Lecture Notes in ComputerScience,isdevotedtoresearchanddevelopmentinthe?eldofeduta- ment. Edutainment, also known as educational entertainment or entertainme- education, denotes all forms of entertainment designed to educate as well as to provide fun. This approach is motivated by the increasing demands on indivi- alsforlife-longlearningandtheneedtointegratee?ectivelearningopportunities throughout life. As such, edutainment has attracted increasing interest in the last few years. The ?rst ?ve articles of this issue represent a selection of outstanding cont- butionsfromGDTW2008,the6thInternationalConferenceinGameDesignand Technology held in the UK, in November 2008. The main aims of the workshop are: (1) To provide a forum to discuss state-of-the-art games design and current and future games technology with the specialists. (2) To enable academics and researchersincomputergametechnologyandcomputerentertainmenttopresent their work during the research sessions, and to seek opportunities for collabo- tion with industry and for academic researchpartners. (3) To facilitate relati- ships and collaboration between academics promoting computer games techn- ogy courses, the UK games industry and supporting organizations. These ?ve papers cover mainly the topic of edutainment platforms or methodology: "Co- dinating Heterogeneous Game-Based Learning Approaches in Online Learning Environments," "Networking Middleware and Online-Deployment Mechanisms for Java-Based Games," "A Testbed for P2P Gaming Using Time Warp, How to Steer Characters in Group Games," and "Time-Based Personalized Mobile Game Downloading. " The next six articles represent a selection of outstanding contributions from Cyberworlds 2008 held in Hangzhou, China, in September 2008.

Transactions on Edutainment XV (Paperback, 1st ed. 2019): Zhigeng Pan, Adrian David Cheok, Wolfgang Muller, Mingmin Zhang,... Transactions on Edutainment XV (Paperback, 1st ed. 2019)
Zhigeng Pan, Adrian David Cheok, Wolfgang Muller, Mingmin Zhang, Abdennour El Rhalibi, …
R1,557 Discovery Miles 15 570 Ships in 10 - 15 working days

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. The 19 papers presented in the 15th issue were organized in the following topical sections: multimedia; simulation; cybersecurity; and e-learning.

Love and Sex with Robots - Second International Conference, LSR 2016, London, UK, December 19-20, 2016, Revised Selected Papers... Love and Sex with Robots - Second International Conference, LSR 2016, London, UK, December 19-20, 2016, Revised Selected Papers (Paperback, 1st ed. 2017)
Adrian David Cheok, Kate Devlin, David Levy
R1,997 Discovery Miles 19 970 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the Second International Conference on Love and Sex with Robots 2016 in December 2016, in London, UK. The 12 revised papers presented together with 1 keynote were carefully reviewed and selected from a total of 38 submissions. The papers of the Second International Conference have been accepted and reviewed in 2015 but could not be presented as there was no conference in 2015 but at the conference in 2016. The topics of the conferences were as follows: robot emotions, humanoid robots, clone robots, entertainment robots, robot personalities, teledildonics, intelligent electronic sex hardware, gender approaches, affective approaches, psychological approaches, sociological approaches, roboethics, and philosophical approaches. The papers from the First International Conference 2015 were as follows: The Impact of a Humanlike Communication Medium on The Development of Intimate Human Relationship Kissenger - Development of a Real-Time Internet Kiss Communication Interface for Mobile Phones Sex with Robots for Love Free Encounters The papers from the Second International Conference 2016 were as follows: Why Not Marry a Robot? Sex Robots from the Perspective of Machine Ethics Affective Labor and Technologies of Gender in Wei Yahua's "Conjugal Happiness in the Arms of Morpheus" Teletongue: A Lollipop Device For Remote Oral Interaction ROMOT: a Robotic 3D-Movie Theater Allowing Interaction and Multimodal Experiences For the Love of Artifice 2: Attachment Influences on the Intention to buy a Sex Robot: An empirical study on influences of personality traits and personal characteristics on the intention to buy a sex robot The Cyborg Mermaid (or how techne can help the misfits fit in) Exploration of Relational Factors and the Likelihood of a Sexual Robotic Experience Robots, and Intimacies; A Preliminary Study of Perceptions of Robots and Intimacies with Robots

Transactions on Edutainment XIII (Paperback, 1st ed. 2017): Zhigeng Pan, Adrian David Cheok, Wolfgang Muller, Mingmin Zhang Transactions on Edutainment XIII (Paperback, 1st ed. 2017)
Zhigeng Pan, Adrian David Cheok, Wolfgang Muller, Mingmin Zhang
R2,492 Discovery Miles 24 920 Ships in 10 - 15 working days

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. The 25 papers presented in the 13th issue were organized in topical sections named: learning games and visualization; virtual reality and applications; 3D graphics technology, multimedia computing, and others.

Transactions on Edutainment XII (Paperback, 1st ed. 2016): Zhigeng Pan, Adrian David Cheok, Wolfgang Muller, Mingmin Zhang Transactions on Edutainment XII (Paperback, 1st ed. 2016)
Zhigeng Pan, Adrian David Cheok, Wolfgang Muller, Mingmin Zhang
R2,182 Discovery Miles 21 820 Ships in 10 - 15 working days

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. The 17 papers presented in the 12th issue were organized in four parts dealing with: games; human-computer interaction; image and graphics; and applications.

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