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Virtual environments (VE) are human-computer interfaces in which
the computer creates a sensory-immersing environment that
interactively responds to and is controlled by the behaviour of the
user. Since these technologies will continue to become more
reliable, more resolute and more affordable, it's important to
consider the advantages that VEs may offer to support business
processes. The term 'synthetic world' refers to a subset of VEs,
having a large virtual landscape and a set of rules that govern the
interactions among participants. Currently, the primary motivators
for participation in these synthetic worlds appear to be fun and
novelty. As the novelty wears off, synthetic worlds will need to
demonstrate a favourable value proposition if they are to survive.
In particular, non-game-oriented worlds will need to facilitate
business processes to a degree that exceeds their substantial costs
for development and maintenance. Working Through Synthetic Worlds
explores a variety of different tasks that might benefit by being
performed within a synthetic world. The editors use a distinctive
format for the book, consisting of a set of chapters composed of
three parts: c a story or vignette that describes work conducted
within a synthetic world based loosely on the question, 'what will
work be like in the year 2025?', founded on the expert authors'
expectations of plausible future technologies c a scholarly review
of the technologies described by the stories and the current
theories related to those technologies c a prescription for future
research required to bridge the current state-of-the-art with the
notional worlds described in the stories. The book will appeal to
undergraduate and graduate students, professors, scientists and
engineers, managers in high-tech industries and software
developers.
Virtual environments (VE) are human-computer interfaces in which
the computer creates a sensory-immersing environment that
interactively responds to and is controlled by the behaviour of the
user. Since these technologies will continue to become more
reliable, more resolute and more affordable, it's important to
consider the advantages that VEs may offer to support business
processes. The term 'synthetic world' refers to a subset of VEs,
having a large virtual landscape and a set of rules that govern the
interactions among participants. Currently, the primary motivators
for participation in these synthetic worlds appear to be fun and
novelty. As the novelty wears off, synthetic worlds will need to
demonstrate a favourable value proposition if they are to survive.
In particular, non-game-oriented worlds will need to facilitate
business processes to a degree that exceeds their substantial costs
for development and maintenance. Working Through Synthetic Worlds
explores a variety of different tasks that might benefit by being
performed within a synthetic world. The editors use a distinctive
format for the book, consisting of a set of chapters composed of
three parts: c a story or vignette that describes work conducted
within a synthetic world based loosely on the question, 'what will
work be like in the year 2025?', founded on the expert authors'
expectations of plausible future technologies c a scholarly review
of the technologies described by the stories and the current
theories related to those technologies c a prescription for future
research required to bridge the current state-of-the-art with the
notional worlds described in the stories. The book will appeal to
undergraduate and graduate students, professors, scientists and
engineers, managers in high-tech industries and software
developers.
Team collaboration involves many operational tasks such as team
decision-making or course of action selection, developing shared
understanding, and intelligence analysis. These operational tasks
must be performed in many situations, often under severe time
pressure, with information and knowledge uncertainty, large amounts
of dynamic information and across different team characteristics.
Recent research in this area has focused on various aspects of
human collaborative decision-making and the underlying cognitive
processes while describing those processes at different levels of
detail, making it difficult to compare research results. The
theoretical construct of 'macrocognition in teams' was developed to
facilitate cognitive research in team collaboration, which will
enable a common level of understanding when defining, measuring and
discussing the cognitive processes in team collaboration.
Macrocognition is defined as both the internalized and externalized
mental processes employed by team members in complex,
one-of-a-kind, collaborative problem solving. Macrocognition in
Teams provides readers with a greater understanding of the
macrocognitive processes which support collaborative team activity,
showcasing current research, theories, methodologies and tools. It
will be of direct relevance to academics, researchers and
practitioners interested in group/team interaction, performance,
development and training.
Team collaboration involves many operational tasks such as team
decision-making or course of action selection, developing shared
understanding, and intelligence analysis. These operational tasks
must be performed in many situations, often under severe time
pressure, with information and knowledge uncertainty, large amounts
of dynamic information and across different team characteristics.
Recent research in this area has focused on various aspects of
human collaborative decision-making and the underlying cognitive
processes while describing those processes at different levels of
detail, making it difficult to compare research results. The
theoretical construct of 'macrocognition in teams' was developed to
facilitate cognitive research in team collaboration, which will
enable a common level of understanding when defining, measuring and
discussing the cognitive processes in team collaboration.
Macrocognition is defined as both the internalized and externalized
mental processes employed by team members in complex,
one-of-a-kind, collaborative problem solving. Macrocognition in
Teams provides readers with a greater understanding of the
macrocognitive processes which support collaborative team activity,
showcasing current research, theories, methodologies and tools. It
will be of direct relevance to academics, researchers and
practitioners interested in group/team interaction, performance,
development and training.
The major goal of 'Expanding Frontiers in Polypeptide and Protein
Structural Research' has been to bring the various avenues for the
exploration of protein structures to a single forum. The idea of
organizing the symposiwn was conceived by one of the editors, V.
Renugopalakrislman, during the 9th International Biophysics
Congress satellite symposium at Kibbutz Nof-Ginosar, Israel in
1987. It was originally supposed to dwell on 2D NMR and molecular
dynamics of polypeptides and proteins. During the earlier part of
the last decade, these two approaches began to emerge as powerful
tools to probe protein structures at the atomic level in solution.
The developments in molecular biology ushered in the capability to
design polypeptides and proteins for specific application in
science and technology. The emergence of 2D NMR and molecular
dynamics was greatly facilitated by contemporary developments in
molecular biology and protein engineering. Therefore an
international symposiwn devoted exclusively to 2D NMR and molecular
dynamics studies of proteins was felt necessary to bring two major
approaches in a single forum. In addition to emphasis on 2D NMR and
molecular dynamics simulation, the scope of the symposiwn included
optical spectroscopy, protein design, and new horizons in protein
structure. The symposiwn consisted of five plenary sessions devoted
to NMR and optical spectroscopy as probes for protein structure,
protein dynamics, computational methods in protein design, and new
horizons in protein structure. In addition, five workshops in
related areas, viz.
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Sins of the Salton Sea
Ed Brisson; Illustrated by C.P. Smith
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R319
R271
Discovery Miles 2 710
Save R48 (15%)
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Ships in 10 - 15 working days
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Thirteen year-old Harley is forced by his parents to attend a music
camp located in an isolated patch of woods near the east coast.
He's torn between trying to stick it out at camp with a bunch of
kids he doesn't know, or trying to run away and get home, where
he'll still have his parents to deal with. An accidental encounter
with and old blues musician complicates his dilemma, but ultimately
leads to a powerful connection to a masterful musician, and helps
Harley see beyond his limited ego.
Love at first sight was never so dangerous. Jack Gunnison has a
problem, well, two actually, one is 5'5" and the other is a Killer.
Jennifer Stewart needs a change after losing her husband, and
sending her daughter off to College. Moving to the high country of
Colorado to restart her life, and follow her dreams, Jenn gets more
than she bargained for, when she attracts the eye of a killer.
Together, Jack and Jenn must figure out his identity, before he
strikes again. Mature content due to language and sex.
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