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This textbook provides an introduction to the fundamentals of
serious games, which differ considerably from computer games that
are meant for pure entertainment. Undergraduate and graduate
students from various disciplines who want to learn about serious
games are one target group of this book. Prospective developers of
serious games are another, as they can use the book for self-study
in order to learn about the distinctive features of serious game
design and development. And ultimately, the book also addresses
prospective users of serious game technologies by providing them
with a solid basis for judging the advantages and limitations of
serious games in different application areas such as game-based
learning, training and simulation or games for health. To cater to
this heterogeneous readership and wide range of interests, every
effort was made to make the book flexible to use. All readers are
expected to study Chapter 1, as it provides the necessary basics
and terminology that will be used in all subsequent chapters. The
eleven chapters that follow cover the creation of serious games
(design, authoring processes and tools, content production), the
runtime context of serious games (game engines, adaptation
mechanisms, game balancing, game mastering, multi-player serious
games), the effects of serious games and their evaluation (player
experience, assessment techniques, performance indicators), and
serious games in practice (economic aspects, cost-benefit analysis,
serious game distribution). To familiarize the readers with best
practice in this field, the final chapter presents more than 30
selected examples of serious games illustrating their
characteristics and showcasing their practical use. Lecturers can
select chapters in a sequence that is most suitable for their
specific course or seminar. The book includes specific suggestions
for courses such as "Introduction to Serious Games", "Entertainment
Technology", "Serious Game Design", "Game-based Learning", and
"Applications of Serious Games".
Peer-to-peer systems are now widely used and have become the focus
of attention for many researchers over the past decade. A number of
algorithms for decentralized search, content distribution, and
media streaming have been developed. This book provides fundamental
concepts for the benchmarking of those algorithms in peer-to-peer
systems. It also contains a collection of characteristic
benchmarking results. The chapters of the book have been organized
in three topical sections on: Fundamentals of Benchmarking in P2P
Systems; Synthetic Benchmarks for Peer-to-Peer Systems; and
Application Benchmarks for Peer-to-Peer Systems. They are preceded
by a detailed introduction to the subject.
High-Speed Networking for Multimedia Applications presents the
latest research on the architecture and protocols for high-speed
networks, focusing on communication support for distributed
multimedia applications. This includes the two major issues of ATM
Networking and quality of service for multimedia applications. It
is to be expected that most of the bandwidth in future high-speed
networks will be taken up by multimedia applications, transmitting
digital audio and video. Traditional networking protocols are not
suitable for this as they do not provide guaranteed bandwidth,
end-to-end delay or delay jitter, nor do they have addressing
schemes or routing algorithms for multicast connections. High-Speed
Networking for Multimedia Applications is a collection of high
quality research papers which address these issues, providing
interesting and innovative solutions. It is an essential reference
for engineers and computer scientists working in this area. It is
also a comprehensive text for graduate students of high-speed
networking and multimedia applications.
Multimedia data streams will form a major part of the new
generation of applications in high-speed networks. Continuous media
streams, however, require transmission with guaranteed performance.
In addition, many multimedia applications will require
peer-to-multipeer communication. Guaranteed performance can only be
provided with resource reservation in the network, and efficient
multipeer communication must be based on multicast support in the
lower layers of the network. Architecture and Protocols for
High-Speed Networks focuses on techniques for building the networks
that will meet the needs of these multimedia applications. In
particular two areas of current research interest in such
communication systems are covered in depth. These are the protocol
related aspects, such as switched networks, ATM, MAC layer, network
and transport layer; and the services and applications.
Architecture and Protocols for High-Speed Networks contains
contributions from leading world experts, giving the most
up-to-date research available. It is an essential reference for all
professionals, engineers and researchers working in the area of
high-speed networks.
High-Performance Networks for Multimedia Applications presents the
latest research on the services and protocols for networks
providing the communication support for distributed multimedia
applications. The need for end-to-end QoS for these multimedia
applications is raising the stakes for a powerful shaping and
scheduling in the network adapter. It is also creating a need for
new services at the ATM layer, CBR and VBR being augmented by UBR,
ABR and GFR which have to be evaluated in the TCP/IP environment of
today and tomorrow. With the pressure of all the new technologies
available today, the backbone architecture needs to be revisited
and the success of the TCP/IP must not eliminate the possibility of
adding a native ATM access to it. Most of the research in
communication services such as IntServ, DiffServ and Native ATM is
driven by the requirements of multimedia systems and this book
illustrates the new emphasis by bringing telecommunication and
computer communication experts together with application designers.
This is particularly true for the security issues also addressed
here. Last but not least, modeling techniques and mathematical
models are essential to assess the performance of the networks to
be built and to evaluate next century scenarios unachievable by a
simple scaling of today's solutions. High-Performance Networks for
Multimedia Applications is a collection of high quality research
papers and the in-depth treatment of the subjects provides
interesting and innovative solutions. It is an essential reference
for telecommunication and computer experts and QoS-based
application designers. It is also a comprehensive text for graduate
students in high-perforrnance networks and multimedia applications.
High-Speed Networking for Multimedia Applications presents the
latest research on the architecture and protocols for high-speed
networks, focusing on communication support for distributed
multimedia applications. This includes the two major issues of ATM
Networking and quality of service for multimedia applications. It
is to be expected that most of the bandwidth in future high-speed
networks will be taken up by multimedia applications, transmitting
digital audio and video. Traditional networking protocols are not
suitable for this as they do not provide guaranteed bandwidth,
end-to-end delay or delay jitter, nor do they have addressing
schemes or routing algorithms for multicast connections. High-Speed
Networking for Multimedia Applications is a collection of high
quality research papers which address these issues, providing
interesting and innovative solutions. It is an essential reference
for engineers and computer scientists working in this area. It is
also a comprehensive text for graduate students of high-speed
networking and multimedia applications.
Multimedia data streams will form a major part of the new
generation of applications in high-speed networks. Continuous media
streams, however, require transmission with guaranteed performance.
In addition, many multimedia applications will require
peer-to-multipeer communication. Guaranteed performance can only be
provided with resource reservation in the network, and efficient
multipeer communication must be based on multicast support in the
lower layers of the network. Architecture and Protocols for
High-Speed Networks focuses on techniques for building the networks
that will meet the needs of these multimedia applications. In
particular two areas of current research interest in such
communication systems are covered in depth. These are the protocol
related aspects, such as switched networks, ATM, MAC layer, network
and transport layer; and the services and applications.
Architecture and Protocols for High-Speed Networks contains
contributions from leading world experts, giving the most
up-to-date research available. It is an essential reference for all
professionals, engineers and researchers working in the area of
high-speed networks.
This textbook provides an introduction to the fundamentals of
serious games, which differ considerably from computer games that
are meant for pure entertainment. Undergraduate and graduate
students from various disciplines who want to learn about serious
games are one target group of this book. Prospective developers of
serious games are another, as they can use the book for self-study
in order to learn about the distinctive features of serious game
design and development. And ultimately, the book also addresses
prospective users of serious game technologies by providing them
with a solid basis for judging the advantages and limitations of
serious games in different application areas such as game-based
learning, training and simulation or games for health. To cater to
this heterogeneous readership and wide range of interests, every
effort was made to make the book flexible to use. All readers are
expected to study Chapter 1, as it provides the necessary basics
and terminology that will be used in all subsequent chapters. The
eleven chapters that follow cover the creation of serious games
(design, authoring processes and tools, content production), the
runtime context of serious games (game engines, adaptation
mechanisms, game balancing, game mastering, multi-player serious
games), the effects of serious games and their evaluation (player
experience, assessment techniques, performance indicators), and
serious games in practice (economic aspects, cost-benefit analysis,
serious game distribution). To familiarize the readers with best
practice in this field, the final chapter presents more than 30
selected examples of serious games illustrating their
characteristics and showcasing their practical use. Lecturers can
select chapters in a sequence that is most suitable for their
specific course or seminar. The book includes specific suggestions
for courses such as "Introduction to Serious Games", "Entertainment
Technology", "Serious Game Design", "Game-based Learning", and
"Applications of Serious Games".
High-Performance Networks for Multimedia Applications presents the
latest research on the services and protocols for networks
providing the communication support for distributed multimedia
applications. The need for end-to-end QoS for these multimedia
applications is raising the stakes for a powerful shaping and
scheduling in the network adapter. It is also creating a need for
new services at the ATM layer, CBR and VBR being augmented by UBR,
ABR and GFR which have to be evaluated in the TCP/IP environment of
today and tomorrow. With the pressure of all the new technologies
available today, the backbone architecture needs to be revisited
and the success of the TCP/IP must not eliminate the possibility of
adding a native ATM access to it. Most of the research in
communication services such as IntServ, DiffServ and Native ATM is
driven by the requirements of multimedia systems and this book
illustrates the new emphasis by bringing telecommunication and
computer communication experts together with application designers.
This is particularly true for the security issues also addressed
here. Last but not least, modeling techniques and mathematical
models are essential to assess the performance of the networks to
be built and to evaluate next century scenarios unachievable by a
simple scaling of today's solutions. High-Performance Networks for
Multimedia Applications is a collection of high quality research
papers and the in-depth treatment of the subjects provides
interesting and innovative solutions. It is an essential reference
for telecommunication and computer experts and QoS-based
application designers. It is also a comprehensive text for graduate
students in high-perforrnance networks and multimedia applications.
Dieses Buch bietet eine offene objektorientierte Losung fur die
Entwicklung verteilter Multimedia-Applikationen. Es geht
insbesondere um die Systemunterstutzung "Distributed Multimedia
Object Services" (DMOS), mit der sich die Komplexitat multimedialer
Anwendungen reduzieren lasst. DMOS bildet eine Plattform, die
multimediale Anwendungen zur Entwicklungs- und Laufzeit
unterstutzt. Hierdurch wird die Verarbeitung zeitabhangiger Medien
wie Ton und Bewegtbild in einer verteilten Systemumgebung
ermoglicht. Da DMOS-Objekte dem Industriestandard CORBA (Common
Object Request Broker Architecture) der Open Management Group
entsprechen, lassen sich die mit dieser Systemunterstutzung
entwickelten multimedialen Module leicht in unterschiedlichste
Anwendungen und Rechnerumgebungen integrieren.
Die Starke des Buches liegt in seiner sehr anschaulichen
Darstellung, die den wissenschaftlich orientierten als auch den
praxisorientierten Leser gleichermassen anspricht und ihn durch den
Problemkomplex verteilter multimedialer Anwendungen fuhrt."
Die Informationstechnologie im Zeitalter nach Gutenberg bedeutet
neue Herausforderungen fur Autoren, Journalisten und
Medienschaffende jeglicher Provenienz. Das Buch vermittelt
praxisnah und beispielorientiert das grundlegende Wissen, wie
Artikel, Bucher, Zeitschriften online oder offline konzipiert und
realisiert werden. Dabei wird insbesondere gezeigt, wie im Internet
selbst Moglichkeiten der Unterstutzung bei der Realisierung genutzt
werden konnen.
Die Starke des Buches liegt vor allem da, wo sich die Darstellung
an die Vermittlung des Wesentlichen halt und nicht bei den
Zufalligkeiten konkreter Autorensysteme haften bleibt. Das Buch
bleibt auf seine Weise aktuell und grundlegend gleichermassen.
Rezension in "Die Zeit im Buch" 51.Jg., 1/97, S. 15 1997
(...) Kein Ratgeber, sondern ein serioses, umfangreiches Buch mit
vielen ung gut recherierten Hintergrundinformationen, (...)"
Das Buch zeigt, wie das WWW fur den Aufbau eines unternehmensweiten
Informationssystems genutzt wird, uber das der Mitarbeiter einfach
auf alle relevanten Informationsressourcen zugreifen kann. Es
analysiert prazise die Starken und Schwachen des World Wide Web im
betrieblichen Einsatz. Daraus wird eine mehrschichtige Architektur
betrieblicher WWW-Informationssysteme abgeleitet sowie ein
Vorgehensmodell zur Durchfuhrung erfolgreicher WWW-Projekte
entwickelt. Das Buch beantwortet viele Fragen, mit denen
IT-Abteilungen konfrontiert sind und eignet sich als Leitfaden bei
der Umsetzung konkreter WWW-Projekte.
Zentrale Themen sind:
- die Beschreibung der Architektur betrieblicher
WWW-Anwendungen
. die Kombination des WWW mit Datenbanken und verteilten
Systemen
. ein Vorgehensmodell zur Durchfuhrung von WWW-Projekten
. die Vorstellung von Methoden zum Entwurf von WWW-Systemen"
Das Buch wendet sich an Anwender und Entwickler sowie Dozenten und
Studenten, die sich mit dem Einsatz von digitalem Video und der
auftretenden Problematik von Sicherheit und Vertraulichkeit
beschaftigen. Der Bogen wird gespannt von Videokonferenzen uber das
Internet mit offenem und geschlossenem Benutzerkreis, dem digitalen
Fernsehen mit den Moeglichkeiten fur Pay-TV-Szenarien bis hin zu
Internet- und WWW-Applikationen, die digitales Video einsetzen. Es
werden die dort eingesetzten Verfahren erlautert, auftretende
Probleme aufgezeigt und die Loesungen dafur vorgestellt. Ein
Schwerpunkt bildet hierbei die Betrachtung von skalierbaren
Videostroemen, welche in zukunftigen Videoanwendungen eine wichtige
Rolle spielen werden. Ebenso geht das Buch auf die Datensicherheit
ein und stellt die fur Videodaten geeigneten kryptographischen
Methoden vor. Es beschreibt die speziell an das Medium Video
angepassten Verschlusselungskonzepte, mit besonderem Augenmerk auf
der Skalierbarkeit der vorgestellten Methoden.
Die Fachtagung "Kommunikation in verteilten Systemen" hat zum Ziel,
neue Erkenntnisse zu Konzepten, Anwendungen und Auswirkungen von
verteilten Systemen und den zugehorigen Kommunikationsaspekten zu
vermitteln. Die 7. Fachtagung fand vom 20. bis 22. Februar 1991 an
der Universitat Mannheim statt. Der Tagungsband wendet sich an
Informatiker, Ingenieure und andere Fachleute in diesem
Arbeitsgebiet aus Universitaten und Forschungseinrichtungen,
Industrie, Verwaltung und Telekom. Die thematischen Schwerpunkte
sind - Architektur verteilter Systeme; - Offene Netze und offene
verteilte Verarbeitung; - Intelligente und flexible Netze; -
Protokolle fur Hochgeschwindigkeitsnetze; - Netzplanung und
Netzmanagement; - Formale Beschreibung, Test und Verifikation; -
Verteilte Betriebssysteme; - Verteilte Datenbanksysteme; -
Verteilte Anwendungen, Tele-Kooperation.
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