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Synthetic Worlds, Virtual Worlds, and Alternate Realities are all
terms used to describe the phenomenon of computer-based, simulated
environments in which users inhabit and interact via avatars. The
best-known commercial applications are in the form of electronic
gaming, and particularly in massively-multiplayer online
role-playing games like World of Warcraft or Second Life. Less
known, but possibly more important, is the rapid adoption of
platforms in education and business, where Serious Games are being
used for training purposes, and even Second Life is being used in
many situations that formerly required travel. The editors of this
book captures the state of research in the field intended to
reflect the rapidly growing yet relatively young market in
education and business. The general focus is set on the scientific
community but integrates the practical applications for businesses,
with papers on information systems, business models, and economics.
In six parts, international authors - all experts in their field -
discuss the current state-of-the-art of virtual worlds/alternate
realities and how the field will develop over the next years.
Chapters discuss the influences and impacts in and around virtual
worlds. Part four is about education, with a focus on learning
environments and experiences, pedagogical models, and the effects
on the different roles in the educational sector. The book looks at
business models and how companies can participate in virtual worlds
while receiving a return on investment, and includes cases and
scenarios of integration, from design, implementation to
application.
This book is dedicated to applied gamification in the areas of
education and business, while also covering pitfalls to avoid and
guidelines needed to successfully implement for a project. Using
different theoretical backgrounds from various areas including
behavioral economics, game theory, and complex adaptive systems,
the contributors aim to help readers avoid common problems and
difficulties that they could face with poor implementation. The
book's contributors are scholars and academics from the many areas
where the key theory of gamification typically comes from.
Ultimately, the book's goal is to help bring together the theories
from these different disciplines to the field of practice in
education and business. The book is divided into four parts:
Theory, Education, Business, and Use Cases. Part I provides a
foundation on the theory of gamification and offers insight into
some of the outstanding questions that have yet to be addressed. In
Part II, the application and value that gamification can bring
within the education sector is examined. The book then changes
focus in Part III to spotlight the use of gamification within
business environments. The topics also cover educational aspects
like improved learning outcomes, motivation, and learning retention
at the workplace. Finally Part IV concentrates on the applications
and use of gamification through a series of case studies and key
elements that are used in real situations to drive real results.
Synthetic Worlds, Virtual Worlds, and Alternate Realities are all
terms used to describe the phenomenon of computer-based, simulated
environments in which users inhabit and interact via avatars. The
best-known commercial applications are in the form of electronic
gaming, and particularly in massively-multiplayer online
role-playing games like World of Warcraft or Second Life. Less
known, but possibly more important, is the rapid adoption of
platforms in education and business, where Serious Games are being
used for training purposes, and even Second Life is being used in
many situations that formerly required travel. The editors of this
book captures the state of research in the field intended to
reflect the rapidly growing yet relatively young market in
education and business. The general focus is set on the scientific
community but integrates the practical applications for businesses,
with papers on information systems, business models, and economics.
In six parts, international authors - all experts in their field -
discuss the current state-of-the-art of virtual worlds/alternate
realities and how the field will develop over the next years.
Chapters discuss the influences and impacts in and around virtual
worlds. Part four is about education, with a focus on learning
environments and experiences, pedagogical models, and the effects
on the different roles in the educational sector. The book looks at
business models and how companies can participate in virtual worlds
while receiving a return on investment, and includes cases and
scenarios of integration, from design, implementation to
application.
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Network Optimization - 5th International Conference, INOC 2011, Hamburg, Germany, June 13-16, 2011, Proceedings (Paperback, Edition.)
Julia Pahl, Torsten Reiners, Stefan Voss
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R3,164
Discovery Miles 31 640
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Ships in 10 - 15 working days
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This book constitutes the refereed proceedings of the 5th
International Conference on Network Optimization, INOC 2011, held
in Hamburg, Germany, in June 2011. The 65 revised full papers
presented were carefully reviewed and selected from numerous
submissions. The papers highlight recent developments in network
optimization and are organized in the following topical sections:
theoretical problems, uncertainty, graph theory and network design;
network flows; routing and transportation; and further optimization
problems and applications (energy oriented network design, telecom
applications, location, maritime shipping, and graph theory).
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