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Showing 1 - 8 of 8 matches in All Departments
This book constitutes the refereed proceedings of the First International Conference on Advanced Research in Technologies, Information, Innovation and Sustainability, ARTIIS 2021, held in La Libertad, Ecuador, in November 2021. The 53 full papers and 2 short contributions were carefully reviewed and selected from 155 submissions. The volume covers a variety of topics, such as computer systems organization, software engineering, information storage and retrieval, computing methodologies, artificial intelligence, and others. The papers are logically organized in the following thematic blocks: Computing Solutions; Data Intelligence; Ethics, Security, and Privacy; Sustainability.
The two-volume Proceedings set CCIS 1675 and 1676 constitutes the refereed proceedings of the Second International Conference, ARTIIS 2022, held in Santiago de Compostela, Spain, during September 12-15, 2022. The 72 papers included in these proceedings were carefully reviewed and selected from 191 submissions. These papers were categorized into 2 technical tracks, i.e., Computing Solutions and Data Intelligence.
The two-volume Proceedings set CCIS 1675 and 1676 constitutes the refereed proceedings of the Second International Conference, ARTIIS 2022, held in Santiago de Compostela, Spain, during September 12-15, 2022. The 72 papers included in these proceedings were carefully reviewed and selected from 191 submissions. These papers were categorized into 2 technical tracks, i.e., Sustainability and Ethics, Security, and Privacy.
This book constitutes the refereed proceedings of the 10th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2018, held in Guimaraes, Portugal, in November 2018. The 15 full papers were selected from 23 submissions and present developments in artificial intelligence for human interaction or entertainment; artificial intelligence in games, augmented reality and virtual reality; intelligent human-computer interaction; and other Intelligent interaction or entertainment applications covering a wide range of areas from smart cities to visual analytics and marketing.
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.
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.
Technology is changing the practice of healthcare by the ways medical information is stored, shared, and accessed. With mobile innovations, new strategies are unfolding to further advance processes and procedures in medical settings. Next-Generation Mobile and Pervasive Healthcare Solutions is an advanced reference source for the latest research on emerging progress and applications within mobile health initiatives and health informatics. Featuring coverage on a broad range of topics and perspectives such as electronic health records (EHR), clinical decision support systems, and medical ontologies, this publication is ideally designed for professionals and researchers seeking scholarly material on the increased use of mobile health applications.
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