Author: Kendra M. L. Cooper
Publisher: CRC Press
ISBN: 1351382357
Category : Computers
Languages : en
Pages : 313
Book Description
Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives
Software Engineering Perspectives in Computer Game Development
Author: Kendra M. L. Cooper
Publisher: CRC Press
ISBN: 1351382357
Category : Computers
Languages : en
Pages : 313
Book Description
Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives
Publisher: CRC Press
ISBN: 1351382357
Category : Computers
Languages : en
Pages : 313
Book Description
Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives
2019 IEEE ACM 41st International Conference on Software Engineering Software Engineering Education and Training (ICSE SEET)
Author: IEEE Staff
Publisher:
ISBN: 9781728110011
Category :
Languages : en
Pages :
Book Description
ICSE is the premier forum for researchers to present and discuss the most recent innovations, trends, outcomes, experiences, and challenges in the field of software engineering The scope is broad and includes all original and unpublished results of empirical, conceptual, experimental, and theoretical software engineering research
Publisher:
ISBN: 9781728110011
Category :
Languages : en
Pages :
Book Description
ICSE is the premier forum for researchers to present and discuss the most recent innovations, trends, outcomes, experiences, and challenges in the field of software engineering The scope is broad and includes all original and unpublished results of empirical, conceptual, experimental, and theoretical software engineering research
Software Engineering for Games in Serious Contexts
Author: Kendra M. L. Cooper
Publisher: Springer Nature
ISBN: 3031333381
Category : Computers
Languages : en
Pages : 307
Book Description
The book highlights several challenges and opportunities in the field of software engineering for serious games. It covers a wide range of topics from game design principles to software architecture, testing, and deployment and is structured into two parts. While Part I delves into various aspects of designing, maintaining, adapting, and evaluating games in serious contexts; Part II focuses on the experiences of realizing and using games in serious contexts. One of the primary challenges is to develop effective methods for evaluating serious games and measuring their impact and outcomes. Another challenge is to design serious games that are both engaging and effective, which requires a deep understanding of game design principles and instructional design. The book also emphasizes the need to develop effective software engineering practices for serious game development and the importance of gamification in improving user engagement and motivation. The potential of serious games for addressing societal challenges such as cybersecurity and healthcare is also highlighted. Despite these challenges, the book also identifies several opportunities for the field, including the potential of serious games to provide new and innovative approaches to learning and the potential of serious games to address real-world problems in new and effective ways. This book is intended for software engineers, game developers, educators, and anyone interested in how games in serious contexts can be effectively created. Overall, the chapters in the book provide a valuable snapshot of the current state of the field and offer insights into where it may be headed in the future.
Publisher: Springer Nature
ISBN: 3031333381
Category : Computers
Languages : en
Pages : 307
Book Description
The book highlights several challenges and opportunities in the field of software engineering for serious games. It covers a wide range of topics from game design principles to software architecture, testing, and deployment and is structured into two parts. While Part I delves into various aspects of designing, maintaining, adapting, and evaluating games in serious contexts; Part II focuses on the experiences of realizing and using games in serious contexts. One of the primary challenges is to develop effective methods for evaluating serious games and measuring their impact and outcomes. Another challenge is to design serious games that are both engaging and effective, which requires a deep understanding of game design principles and instructional design. The book also emphasizes the need to develop effective software engineering practices for serious game development and the importance of gamification in improving user engagement and motivation. The potential of serious games for addressing societal challenges such as cybersecurity and healthcare is also highlighted. Despite these challenges, the book also identifies several opportunities for the field, including the potential of serious games to provide new and innovative approaches to learning and the potential of serious games to address real-world problems in new and effective ways. This book is intended for software engineers, game developers, educators, and anyone interested in how games in serious contexts can be effectively created. Overall, the chapters in the book provide a valuable snapshot of the current state of the field and offer insights into where it may be headed in the future.
Digital Transformation in Education and Artificial Intelligence Application
Author: Daniel Vasić
Publisher: Springer Nature
ISBN: 3031368339
Category : Computers
Languages : en
Pages : 188
Book Description
This book constitutes selected papers presented during the First International Conference on Digitization in Education, MoStart 2023, held in Mostar, Bosnia and Herzegovina, in April 2023. The 12 presented papers were thoroughly reviewed and selected from the 30 submissions. The proceedings cover a diverse range of topics, including artificial intelligence and robotics in education, games and simulations, intelligent tutoring systems, augmented and virtual reality, natural language processing, computer vision, IoT and metaverse applications, learning analytics, deep learning, and ethical issues in AI applications in education and law.
Publisher: Springer Nature
ISBN: 3031368339
Category : Computers
Languages : en
Pages : 188
Book Description
This book constitutes selected papers presented during the First International Conference on Digitization in Education, MoStart 2023, held in Mostar, Bosnia and Herzegovina, in April 2023. The 12 presented papers were thoroughly reviewed and selected from the 30 submissions. The proceedings cover a diverse range of topics, including artificial intelligence and robotics in education, games and simulations, intelligent tutoring systems, augmented and virtual reality, natural language processing, computer vision, IoT and metaverse applications, learning analytics, deep learning, and ethical issues in AI applications in education and law.
Human-Computer Interaction
Author: Constantine Stephanidis
Publisher: CRC Press
ISBN: 1040318606
Category : Computers
Languages : en
Pages : 2935
Book Description
The pervasive influence of technology continuously shapes our daily lives. From smartphones to smart homes, technology is revolutionizing the way we live, work and interact with each other. Human-computer interaction (HCI) is a multidisciplinary research field focusing on the study of people interacting with information technology and plays a critical role in the development of computing systems that work well for the people using them, ensuring the seamless integration of interactive systems into our technologically driven lifestyles. The book series contains six volumes providing extensive coverage of the field, wherein each one addresses different theoretical and practical aspects of the HCI discipline. Readers will discover a wealth of information encompassing the foundational elements, state-of-the-art review in established and emerging domains, analysis of contemporary advancements brought about by the evolution of interactive technologies and artificial intelligence, as well as the emergence of diverse societal needs and application domains. These books: · Showcase the pivotal role of HCI in designing interactive applications across a diverse array of domains. · Explore the dynamic relationship between humans and intelligent environments, with a specific emphasis on the role of Artificial Intelligence (AI) and the Internet of Things (IoT). · Provide an extensive exploration of interaction design by examining a wide range of technologies, interaction techniques, styles and devices. · Discuss user experience methods and tools for the design of user-friendly products and services. · Bridge the gap between software engineering and human-computer interaction practices for usability, inclusion and sustainability. These volumes are an essential read for individuals interested in human-computer interaction research and applications.
Publisher: CRC Press
ISBN: 1040318606
Category : Computers
Languages : en
Pages : 2935
Book Description
The pervasive influence of technology continuously shapes our daily lives. From smartphones to smart homes, technology is revolutionizing the way we live, work and interact with each other. Human-computer interaction (HCI) is a multidisciplinary research field focusing on the study of people interacting with information technology and plays a critical role in the development of computing systems that work well for the people using them, ensuring the seamless integration of interactive systems into our technologically driven lifestyles. The book series contains six volumes providing extensive coverage of the field, wherein each one addresses different theoretical and practical aspects of the HCI discipline. Readers will discover a wealth of information encompassing the foundational elements, state-of-the-art review in established and emerging domains, analysis of contemporary advancements brought about by the evolution of interactive technologies and artificial intelligence, as well as the emergence of diverse societal needs and application domains. These books: · Showcase the pivotal role of HCI in designing interactive applications across a diverse array of domains. · Explore the dynamic relationship between humans and intelligent environments, with a specific emphasis on the role of Artificial Intelligence (AI) and the Internet of Things (IoT). · Provide an extensive exploration of interaction design by examining a wide range of technologies, interaction techniques, styles and devices. · Discuss user experience methods and tools for the design of user-friendly products and services. · Bridge the gap between software engineering and human-computer interaction practices for usability, inclusion and sustainability. These volumes are an essential read for individuals interested in human-computer interaction research and applications.
Perspectives and Trends in Education and Technology
Author: Anabela Mesquita
Publisher: Springer Nature
ISBN: 9819954142
Category : Technology & Engineering
Languages : en
Pages : 731
Book Description
This book presents high-quality, peer-reviewed papers from the International Conference in Information Technology & Education (ICITED 2023), to be held at the Nilton Lins University, Manaus, Brazil, during June 29–30, 2023. The book covers a specific field of knowledge. This intends to cover not only two fields of knowledge—Education and Technology—but also the interaction among them and the impact/result in the job market and organizations. It covers the research and pedagogic component of Education and Information Technologies but also the connection with Society, addressing the three pillars of higher education. The book addresses impact of pandemic on education and use of technology in education. Finally, it also encourages companies to present their professional cases which will be discussed. These can constitute real examples of how companies are overcoming their challenges with the uncertainty of the market.
Publisher: Springer Nature
ISBN: 9819954142
Category : Technology & Engineering
Languages : en
Pages : 731
Book Description
This book presents high-quality, peer-reviewed papers from the International Conference in Information Technology & Education (ICITED 2023), to be held at the Nilton Lins University, Manaus, Brazil, during June 29–30, 2023. The book covers a specific field of knowledge. This intends to cover not only two fields of knowledge—Education and Technology—but also the interaction among them and the impact/result in the job market and organizations. It covers the research and pedagogic component of Education and Information Technologies but also the connection with Society, addressing the three pillars of higher education. The book addresses impact of pandemic on education and use of technology in education. Finally, it also encourages companies to present their professional cases which will be discussed. These can constitute real examples of how companies are overcoming their challenges with the uncertainty of the market.
Pattern Recognition
Author: Ansel Yoan Rodríguez-González
Publisher: Springer Nature
ISBN: 3031337832
Category : Computers
Languages : en
Pages : 338
Book Description
This book constitutes the refereed proceedings of the 15th Mexican Conference on Pattern Recognition, MCPR 2023, held in Tepic, Mexico, during June 21–24, 2023. The 30 full papers presented in this book were carefully reviewed and selected from 61 submissions. The papers are divided into the following topical sections: pattern recognition and machine learning techniques; deep learning and neural networks; medical applications of pattern recognition; language processing and recognition; and industrial applications of pattern recognition.
Publisher: Springer Nature
ISBN: 3031337832
Category : Computers
Languages : en
Pages : 338
Book Description
This book constitutes the refereed proceedings of the 15th Mexican Conference on Pattern Recognition, MCPR 2023, held in Tepic, Mexico, during June 21–24, 2023. The 30 full papers presented in this book were carefully reviewed and selected from 61 submissions. The papers are divided into the following topical sections: pattern recognition and machine learning techniques; deep learning and neural networks; medical applications of pattern recognition; language processing and recognition; and industrial applications of pattern recognition.
Advances in Intelligent Computing Techniques and Applications
Author: Faisal Saeed
Publisher: Springer Nature
ISBN: 3031597117
Category :
Languages : en
Pages : 355
Book Description
Publisher: Springer Nature
ISBN: 3031597117
Category :
Languages : en
Pages : 355
Book Description
Formal Methods – Fun for Everybody
Author: Antonio Cerone
Publisher: Springer Nature
ISBN: 3030713741
Category : Education
Languages : en
Pages : 227
Book Description
This volume constitutes the post-workshop proceedings of the First International Workshop on Formal Methods – Fun for Everybody, FMFun 2019, held in Bergen, Norway, in December 2019. The 7 revised full papers and 2 revised short papers presented in this volume were carefully reviewed and selected from 15 submissions. A white paper and two keynote papers are also included. The papers explore ways of utilizing the pathway to transforming and spreading formal methods. The vision of this workshop series is that formal methods ought to be taught in such a way that every student can have fun with it.
Publisher: Springer Nature
ISBN: 3030713741
Category : Education
Languages : en
Pages : 227
Book Description
This volume constitutes the post-workshop proceedings of the First International Workshop on Formal Methods – Fun for Everybody, FMFun 2019, held in Bergen, Norway, in December 2019. The 7 revised full papers and 2 revised short papers presented in this volume were carefully reviewed and selected from 15 submissions. A white paper and two keynote papers are also included. The papers explore ways of utilizing the pathway to transforming and spreading formal methods. The vision of this workshop series is that formal methods ought to be taught in such a way that every student can have fun with it.
Advances in Software Engineering, Education, and e-Learning
Author: Hamid R. Arabnia
Publisher: Springer Nature
ISBN: 303070873X
Category : Technology & Engineering
Languages : en
Pages : 1004
Book Description
This book presents the proceedings of four conferences: The 16th International Conference on Frontiers in Education: Computer Science and Computer Engineering + STEM (FECS'20), The 16th International Conference on Foundations of Computer Science (FCS'20), The 18th International Conference on Software Engineering Research and Practice (SERP'20), and The 19th International Conference on e-Learning, e-Business, Enterprise Information Systems, & e-Government (EEE'20). The conferences took place in Las Vegas, NV, USA, July 27-30, 2020 as part of the larger 2020 World Congress in Computer Science, Computer Engineering, & Applied Computing (CSCE'20), which features 20 major tracks. Authors include academics, researchers, professionals, and students. This book contains an open access chapter entitled, "Advances in Software Engineering, Education, and e-Learning". Presents the proceedings of four conferences as part of the 2020 World Congress in Computer Science, Computer Engineering, & Applied Computing (CSCE'20); Includes the tracks Computer Engineering + STEM, Foundations of Computer Science, Software Engineering Research, and e-Learning, e-Business, Enterprise Information Systems, & e-Government; Features papers from FECS'20, FCS'20, SERP'20, EEE'20, including one open access chapter.
Publisher: Springer Nature
ISBN: 303070873X
Category : Technology & Engineering
Languages : en
Pages : 1004
Book Description
This book presents the proceedings of four conferences: The 16th International Conference on Frontiers in Education: Computer Science and Computer Engineering + STEM (FECS'20), The 16th International Conference on Foundations of Computer Science (FCS'20), The 18th International Conference on Software Engineering Research and Practice (SERP'20), and The 19th International Conference on e-Learning, e-Business, Enterprise Information Systems, & e-Government (EEE'20). The conferences took place in Las Vegas, NV, USA, July 27-30, 2020 as part of the larger 2020 World Congress in Computer Science, Computer Engineering, & Applied Computing (CSCE'20), which features 20 major tracks. Authors include academics, researchers, professionals, and students. This book contains an open access chapter entitled, "Advances in Software Engineering, Education, and e-Learning". Presents the proceedings of four conferences as part of the 2020 World Congress in Computer Science, Computer Engineering, & Applied Computing (CSCE'20); Includes the tracks Computer Engineering + STEM, Foundations of Computer Science, Software Engineering Research, and e-Learning, e-Business, Enterprise Information Systems, & e-Government; Features papers from FECS'20, FCS'20, SERP'20, EEE'20, including one open access chapter.