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Showing 1 - 8 of 8 matches in All Departments
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.
Digital technologies are currently dramatically changing healthcare. Cloud healthcare is an increasingly trending topic in the field, converging skills from computer and health science. This new strategy fosters the management of health data at a large scale and makes it easier for healthcare organizations to improve patient experience and health team productivity while helping the support, security, compliance, and interoperability of health data. Exploring the Convergence of Computer and Medical Science Through Cloud Healthcare is a reference in the ongoing digital transformation of the healthcare sector. It presents a comprehensive state-of-the-art approach to cloud internet of things health technologies and practices. It provides insights over strategies, methodologies, techniques, tools, and services based on emerging cloud digital health solutions to overcome digital health challenges. Covering topics such as auxiliary systems, the internet of medical things, and natural language processing, this premier reference source is an essential resource for medical professionals, hospital administrators, medical students, medical professors, libraries, researchers, and academicians.
Virtual Reality (VR) is the use of computer technology to construct an environment that is simulated. VR places the user inside and in the center of the experience, unlike conventional user interfaces. Users are immersed and able to connect with 3D environments instead of seeing a screen in front of them. The computer has to role to provide the experiences of the user in this artificial environment by simulating as many senses as possible, such as sight, hearing, touch and smell. In Augmented Reality (AR) we have an enhanced version of the real physical world that is achieved through the use of digital visual elements, sound, or other sensory stimuli delivered via technology. It can be seen as VR imposed into real life. In both VR and AR the experience is composed of a virtual or extended world, an immersion technology, sensory feedback and interactivity. These elements use a multitude of technologies that must work together and presented to the user seamlessly integrated and synchronized. This book is dedicated to applications, new technologies and emerging trends in the fields of virtual reality and augmented reality in healthcare. It is intended to cover technical areas as well as areas of applied intervention. It is expected to cover hardware and software technologies while encompassing all components of the virtual experience. The main goal of this book is to show how to put Virtual Reality in action by linking academic and informatics researchers with professionals who use and need VR in their day-a-day work, with a special focus on healthcare professionals and related areas. The idea is to disseminate and exchange the knowledge, information and technology provided by the international communities in the area of VR, AR and XR throughout the 21st century. Another important goal is to synthesize all the trends, best practices, methodologies, languages and tools which are used to implement VR. In order to shape the future of VR, new paradigms and technologies should be discussed, not forgetting aspects related to regulation and certification of VR technologies, especially in the healthcare area. These last topics are crucial for the standardization of VR. This book will present important achievements and will show how to use VR technologies in a full range of settings able to provide decision support anywhere and anytime using this new approach.
Digital health is the convergence of digital technologies with health to enhance the efficiency of healthcare delivery and make healthcare more personalized and precise. These technologies generally focus on the development of interconnected health systems to improve the use of computational technologies, smart devices, computational analysis techniques, and communication media to help healthcare professionals and their patients manage illnesses and health risks, as well as promote health and well-being. Digital tools play a central role in the most promising future healthcare innovations and create tremendous opportunities for a more integrated and value-based system along with a stronger focus on patient outcomes, and as such, having access to the latest research findings and progressions is of paramount importance. The Handbook of Research on Digital Therapies in Psychosocial Rehabilitation and Mental Health introduces the latest digital innovations in the mental health field and points out new ways it can be used in patient care while also delving into some of the limits of its application. It presents a comprehensive state-of-the-art approach to digital mental health technologies and practices within the broad confines of psychosocial and mental health practices and also provides a canvas to discuss emerging digital mental health solutions, propelled by the ubiquitous availability of personalized devices and affordable wearable sensors and innovative technologies such as virtual and augmented reality, mobile apps, robots, and intelligent platforms. It is ideal for medical professors and students, researchers, practitioners of healthcare companies, managers, and other professionals where digital health technologies can be used.
As new concepts such as virtualisation, cloud computing, and web applications continue to emerge, XML has begun to assume the role as the universal language for communication among contrasting systems that grow throughout the internet. Innovations in XML Applications and Metadata Management: Advancing Technologies addresses the functionality between XML and its related technologies towards application development based on previous concepts. This book aims to highlights the variety of purposes for XML applications and how the technology development brings together advancements in the virtual world.
In the digital age, online courses have progressed as popular modes of learning that provide interactive and collaborative learning in educational settings. The open education movement is enabled by the internet and combines the sharing of ideas, resources, and practices among all people in order to advance ideas and knowledge to a new generation of students. Massive open online courses (MOOC) provide a new way of learning for all levels of education. Emerging Trends, Techniques, and Tools for Massive Open Online Course (MOOC) Management is a critical scholarly resource that addresses the difficulties and challenges in MOOC design, implementation, management, and deployment. This comprehensive and timely publication aims to be an essential reference source, building on the available literature in the field of e-learning and online course management while providing for further research opportunities in this dynamic field. Featuring coverage on a wide variety of topics such as gamification in e-learning, plagiarism detection programs, and language online courses, this book is a valuable resource for instructional designers, IT professionals, software developers, academicians, and education professionals seeking current research on the impact of new methodologies and frameworks used in the lifecycle of open online courses.
Courses in computer programming combine a number of different concepts, from general problem-solving to mathematical precepts such as algorithms and computational intelligence. Due to the complex nature of computer science education, teaching the novice programmer can be a challenge. Innovative Teaching Strategies and New Learning Paradigms in Computer Programming brings together pedagogical and technological methods to address the recent challenges that have developed in computer programming courses. Focusing on educational tools, computer science concepts, and educational design, this book is an essential reference source for teachers, practitioners, and scholars interested in improving the success rate of 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.
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