Ludic, Co-Design and Tools Supporting Smart Learning Ecosystems and Smart Education: Proceedings of the 6th International Conference on Smart Learning, Mealha Уscar, Dascalu Mihai, Di Mascio Tania
Chapter 1.Classroom lighting and its effect on student learning and performance: Towards smarter conditions.- Chapter 2. Alive in Smart Countryside.- Chapter 3. Newcomer Integration in Online Communities: Chronemics in Asynchronous Collaborative Discussions.- Chapter 4. An analysis of alternation schemes to increase student employability and the smartness of secondary schools.- Chapter 5. What Makes New Technology Sustainable in the Classroom: Two Innovation Models Considered.- Chapter 6. Conceptualization of hypersituation as result of IoT in Education.- Chapter 7. A territorial learning ecosystem for parents' participation and cooperation.- Chapter 8. A territorial learning ecosystem for parents' participation and cooperation.- Chapter 9. Escape from Dungeon - Modelling User Intentions with Natural Language Processing Techniques.- Chapter 10. Effect induced by the Covid-19 pandemic on students' perception about technologies and distance learning.
Автор: Pederson Claudia Costa Название: Gaming Utopia: Ludic Worlds in Art, Design, and Media ISBN: 0253054494 ISBN-13(EAN): 9780253054494 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 3511.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
In Gaming Utopia: Ludic Worlds in Art, Design, and Media, Claudia Costa Pederson analyzes modernist avant-garde and contemporary video games to challenge the idea that gaming is an exclusively white, heterosexual, male, corporatized leisure activity and reenvisions it as a catalyst for social change.
By looking at over fifty projects that together span a century and the world, Pederson explores the capacity for sociopolitical commentary in virtual and digital realms and highlights contributions to the history of gaming by women, queer, and transnational artists. The result is a critical tool for understanding video games as imaginative forms of living that offer alternatives to our current reality.
With an interdisciplinary approach, Gaming Utopia emphasizes how game design, creation, and play can become political forms of social protest and examines the ways that games as art open doors to a more just and peaceful world.
Chapter 1.Classroom lighting and its effect on student learning and performance: Towards smarter conditions.- Chapter 2. Alive in Smart Countryside.- Chapter 3. Newcomer Integration in Online Communities: Chronemics in Asynchronous Collaborative Discussions.- Chapter 4. An analysis of alternation schemes to increase student employability and the smartness of secondary schools.- Chapter 5. What Makes New Technology Sustainable in the Classroom: Two Innovation Models Considered.- Chapter 6. Conceptualization of hypersituation as result of IoT in Education.- Chapter 7. A territorial learning ecosystem for parents' participation and cooperation.- Chapter 8. A territorial learning ecosystem for parents' participation and cooperation.- Chapter 9. Escape from Dungeon - Modelling User Intentions with Natural Language Processing Techniques.- Chapter 10. Effect induced by the Covid-19 pandemic on students' perception about technologies and distance learning.
Автор: Pederson Claudia Costa Название: Gaming Utopia: Ludic Worlds in Art, Design, and Media ISBN: 0253054486 ISBN-13(EAN): 9780253054487 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 10659.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
In Gaming Utopia: Ludic Worlds in Art, Design, and Media, Claudia Costa Pederson analyzes modernist avant-garde and contemporary video games to challenge the idea that gaming is an exclusively white, heterosexual, male, corporatized leisure activity and reenvisions it as a catalyst for social change.
By looking at over fifty projects that together span a century and the world, Pederson explores the capacity for sociopolitical commentary in virtual and digital realms and highlights contributions to the history of gaming by women, queer, and transnational artists. The result is a critical tool for understanding video games as imaginative forms of living that offer alternatives to our current reality.
With an interdisciplinary approach, Gaming Utopia emphasizes how game design, creation, and play can become political forms of social protest and examines the ways that games as art open doors to a more just and peaceful world.
Описание: The book includes high-quality papers presented at the 4th International Conference on Smart Learning Ecosystems and Regional Development at Universita Roma Tor Vergata, Italy, from 22 to 24 May, 2019.
Описание: Due to COVID-19 pandemic the conference was held virtually. The volume combines selected papers of seven conferences, namely AISCOVID 2020 - International Conference on AI-assisted Solutions for COVID-19 and Biomedical Applications in Smart-Cities; SmartGov 2020 - International Conference on Smart Governance for Sustainable Smart Cities;
Описание: This book gathers revised and selected contributions to the 5th Dementia Lab Conference, D-Lab 2021, organized online on January 18-28, 2021, from the Emily Carr University of Art + Design, Vancouver, Canada.
Описание: The book presents numerous examples of smart construction technologies, discusses the applications of new construction materials and technologies, and includes studies on recent trends in automation as applied to the construction sector.
Описание: This volume constitutes refereed proceedings of the Third International Conference on Smart Applications and Data Analysis, SADASC 2020, held in Marrakesh, Morocco. The 24 full papers and 3 short papers presented were thoroughly reviewed and selected from 44 submissions.
Описание: This book constitutes the refereed post-conference proceedings of the First EAI International Conference on Sustainable Energy for Smart Cities, SESC 2029, held as part of the Smart City 360 Degrees Summit event in Braga, Portugal, in December 2019.
Описание: Flag-assisted Early Release of RRC Scheme for Power Saving in NB-IoT System.- DTMFTalk: A DTMF-based Realization of IoT Remote Control for Smart Elderly Care.- IoT Insider Attack - Survey.- Energy Management for Zones-based Isolated DC Multi-microgrids.- Mining network security holes based on data flow analysis technology.- Network Design for Internet of Things in Energy Sector.- Power Prediction via Module Temperature for Solar Modules Under Soiling Conditions.- Customized Attack Detection Under Power Industrial Control System.- HomeTalk: A Smart Home Platform.- Deep Learning Based Pest Identification on Mobile Prediction Traffic Flow with Combination Arima and PageRank.
Описание: Regardless of size and service, a service organization is a service system. Because of the socio-technical nature of a service system, a systems approach must be adopted to design, develop, and deliver services, aimed at meeting end users` both utilitarian and socio-psychological needs.
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