Author: Babak Akhgar
Publisher: Springer Nature
ISBN: 3030299260
Category : Mathematics
Languages : en
Pages : 234
Book Description
This book provides a comprehensive and practically minded introduction into serious games for law enforcement agencies. Serious games offer wide ranging benefits for law enforcement with applications from professional trainings to command-level decision making to the preparation for crises events. This book explains the conceptual foundations of virtual and augmented reality, gamification and simulation. It further offers practical guidance on the process of serious games development from user requirements elicitation to evaluation. The chapters are intended to provide principles, as well as hands-on knowledge to plan, design, test and apply serious games successfully in a law enforcement environment. A diverse set of case studies showcases the enormous variety that is possible in serious game designs and application areas and offers insights into concrete design decisions, design processes, benefits and challenges. The book is meant for law enforcement professionals interested in commissioning their own serious games as well as game designers interested in collaborative pedagogy and serious games for the law enforcement and security sector.
Serious Games for Enhancing Law Enforcement Agencies
Author: Babak Akhgar
Publisher: Springer Nature
ISBN: 3030299260
Category : Mathematics
Languages : en
Pages : 234
Book Description
This book provides a comprehensive and practically minded introduction into serious games for law enforcement agencies. Serious games offer wide ranging benefits for law enforcement with applications from professional trainings to command-level decision making to the preparation for crises events. This book explains the conceptual foundations of virtual and augmented reality, gamification and simulation. It further offers practical guidance on the process of serious games development from user requirements elicitation to evaluation. The chapters are intended to provide principles, as well as hands-on knowledge to plan, design, test and apply serious games successfully in a law enforcement environment. A diverse set of case studies showcases the enormous variety that is possible in serious game designs and application areas and offers insights into concrete design decisions, design processes, benefits and challenges. The book is meant for law enforcement professionals interested in commissioning their own serious games as well as game designers interested in collaborative pedagogy and serious games for the law enforcement and security sector.
Publisher: Springer Nature
ISBN: 3030299260
Category : Mathematics
Languages : en
Pages : 234
Book Description
This book provides a comprehensive and practically minded introduction into serious games for law enforcement agencies. Serious games offer wide ranging benefits for law enforcement with applications from professional trainings to command-level decision making to the preparation for crises events. This book explains the conceptual foundations of virtual and augmented reality, gamification and simulation. It further offers practical guidance on the process of serious games development from user requirements elicitation to evaluation. The chapters are intended to provide principles, as well as hands-on knowledge to plan, design, test and apply serious games successfully in a law enforcement environment. A diverse set of case studies showcases the enormous variety that is possible in serious game designs and application areas and offers insights into concrete design decisions, design processes, benefits and challenges. The book is meant for law enforcement professionals interested in commissioning their own serious games as well as game designers interested in collaborative pedagogy and serious games for the law enforcement and security sector.
The Bloomsbury Handbook of Experimental Approaches to Roman Archaeology
Author: Lee Graña Nicolaou
Publisher: Bloomsbury Publishing
ISBN: 1350217859
Category : Social Science
Languages : en
Pages : 601
Book Description
This volume is the first comprehensive overview of Roman experimental archaeology, exploring its key themes, methodologies and applications through a diverse array of international case studies. Experiments, simulations and reconstructions are important methods for understanding the past, from uncovering how ancient objects and structures were made, used, destroyed, deposited and affected underground, to illuminating the experiences of tasting ancient foods, fighting alongside comrades or living in replicated structures. Although the incorporation of experimentation has had great success in prehistoric studies, greater reliance on the wealth of literary and material sources remaining from the classical period has meant that its potential for Roman studies has yet to be fully realised. The 26 chapters in this book are divided into 5 thematic parts, each of which opens with a contextualizing introduction that frames the detailed case studies found in individual chapters and showcases the actual and potential diversity of experimentation as applied to the Roman past by scholars, re-enactors, and practitioners in the heritage sector. In laying out a detailed guide to Roman experimental archaeology, the volume as a whole maps its past, present and future, and provides a firm foundation for further practical research and collaboration. In doing so, it reasserts that experiments and reconstructions are a significant resource for testing or developing theories, rather than merely artistic replicas, and that the vast amount of quantifiable data they yield can be invaluable in support of interpretations of relevant archaeological or historical evidence, regardless of the period in question and beyond the confines of academia.
Publisher: Bloomsbury Publishing
ISBN: 1350217859
Category : Social Science
Languages : en
Pages : 601
Book Description
This volume is the first comprehensive overview of Roman experimental archaeology, exploring its key themes, methodologies and applications through a diverse array of international case studies. Experiments, simulations and reconstructions are important methods for understanding the past, from uncovering how ancient objects and structures were made, used, destroyed, deposited and affected underground, to illuminating the experiences of tasting ancient foods, fighting alongside comrades or living in replicated structures. Although the incorporation of experimentation has had great success in prehistoric studies, greater reliance on the wealth of literary and material sources remaining from the classical period has meant that its potential for Roman studies has yet to be fully realised. The 26 chapters in this book are divided into 5 thematic parts, each of which opens with a contextualizing introduction that frames the detailed case studies found in individual chapters and showcases the actual and potential diversity of experimentation as applied to the Roman past by scholars, re-enactors, and practitioners in the heritage sector. In laying out a detailed guide to Roman experimental archaeology, the volume as a whole maps its past, present and future, and provides a firm foundation for further practical research and collaboration. In doing so, it reasserts that experiments and reconstructions are a significant resource for testing or developing theories, rather than merely artistic replicas, and that the vast amount of quantifiable data they yield can be invaluable in support of interpretations of relevant archaeological or historical evidence, regardless of the period in question and beyond the confines of academia.
Artificial Intelligence, Computer and Software Engineering Advances
Author: Miguel Botto-Tobar
Publisher: Springer Nature
ISBN: 3030680800
Category : Technology & Engineering
Languages : en
Pages : 503
Book Description
This book constitutes the proceedings of the XV Multidisciplinary International Congress on Science and Technology (CIT 2020), held in Quito, Ecuador, on 26–30 October 2020, proudly organized by Universidad de las Fuerzas Armadas ESPE in collaboration with GDEON. CIT is an international event with a multidisciplinary approach that promotes the dissemination of advances in Science and Technology research through the presentation of keynote conferences. In CIT, theoretical, technical, or application works that are research products are presented to discuss and debate ideas, experiences, and challenges. Presenting high-quality, peer-reviewed papers, the book discusses the following topics: Artificial Intelligence Computational Modeling Data Communications Defense Engineering Innovation, Technology, and Society Managing Technology & Sustained Innovation, and Business Development Modern Vehicle Technology Security and Cryptography Software Engineering
Publisher: Springer Nature
ISBN: 3030680800
Category : Technology & Engineering
Languages : en
Pages : 503
Book Description
This book constitutes the proceedings of the XV Multidisciplinary International Congress on Science and Technology (CIT 2020), held in Quito, Ecuador, on 26–30 October 2020, proudly organized by Universidad de las Fuerzas Armadas ESPE in collaboration with GDEON. CIT is an international event with a multidisciplinary approach that promotes the dissemination of advances in Science and Technology research through the presentation of keynote conferences. In CIT, theoretical, technical, or application works that are research products are presented to discuss and debate ideas, experiences, and challenges. Presenting high-quality, peer-reviewed papers, the book discusses the following topics: Artificial Intelligence Computational Modeling Data Communications Defense Engineering Innovation, Technology, and Society Managing Technology & Sustained Innovation, and Business Development Modern Vehicle Technology Security and Cryptography Software Engineering
Business Intelligence and Human Resource Management
Author: Deepmala Singh
Publisher: CRC Press
ISBN: 1000619346
Category : Business & Economics
Languages : en
Pages : 311
Book Description
Business Intelligence (BI) is a solution to modern business problems. This book discusses the relationship between BI and Human Resource Management (HRM). In addition, it discusses how BI can be used as a strategic decision-making tool for the sustainable growth of an organization or business. BI helps organizations generate interactive reports with clear and reliable data for making numerous business decisions. This book covers topics spanning the important areas of BI in the context of HRM. It gives an overview of the aspects, tools, and techniques of BI and how it can assist HRM in creating a successful future for organizations. Some of the tools and techniques discussed in the book are analysis, data preparation, BI-testing, implementation, and optimization on GR and management disciplines. It will include a chapter on text mining as well as a section of case studies for practical use. This book will be useful for business professionals, including but not limited to, HR professionals, and budding business students.
Publisher: CRC Press
ISBN: 1000619346
Category : Business & Economics
Languages : en
Pages : 311
Book Description
Business Intelligence (BI) is a solution to modern business problems. This book discusses the relationship between BI and Human Resource Management (HRM). In addition, it discusses how BI can be used as a strategic decision-making tool for the sustainable growth of an organization or business. BI helps organizations generate interactive reports with clear and reliable data for making numerous business decisions. This book covers topics spanning the important areas of BI in the context of HRM. It gives an overview of the aspects, tools, and techniques of BI and how it can assist HRM in creating a successful future for organizations. Some of the tools and techniques discussed in the book are analysis, data preparation, BI-testing, implementation, and optimization on GR and management disciplines. It will include a chapter on text mining as well as a section of case studies for practical use. This book will be useful for business professionals, including but not limited to, HR professionals, and budding business students.
Disaster Management
Author: C.A. Brebbia
Publisher: WIT Press
ISBN: 1784662798
Category : Nature
Languages : en
Pages : 361
Book Description
Recent major earthquakes, tsunamis, hurricanes, floods and other natural phenomena have resulted in huge losses in terms of human life and property destruction. A new range of human-made disasters have afflicted humanity in modern times; terrorist activities have been added to more classical disasters such as those due to the failure of industrial installations. It is important to understand the nature of these global risks to be able to develop strategies to prepare for these events and plan effective responses in terms of disaster management and the associated human health impacts. The selected papers contained in this book have been written by academics and professionals and represent some of the latest developments in the field.
Publisher: WIT Press
ISBN: 1784662798
Category : Nature
Languages : en
Pages : 361
Book Description
Recent major earthquakes, tsunamis, hurricanes, floods and other natural phenomena have resulted in huge losses in terms of human life and property destruction. A new range of human-made disasters have afflicted humanity in modern times; terrorist activities have been added to more classical disasters such as those due to the failure of industrial installations. It is important to understand the nature of these global risks to be able to develop strategies to prepare for these events and plan effective responses in terms of disaster management and the associated human health impacts. The selected papers contained in this book have been written by academics and professionals and represent some of the latest developments in the field.
Community Policing - A European Perspective
Author: P. Saskia Bayerl
Publisher: Springer
ISBN: 3319533967
Category : Social Science
Languages : en
Pages : 278
Book Description
This book provides a view into the multi-dimensional and multi-contextual nature of community policing. It brings together important conceptual discussions as well as numerous case studies and real-life examples of European community policing practices. It further offers insights into how the (primarily locally focused) concept of community policing fits into an increasingly interconnected world. Our book is intended for professionals working in community policing, academics and policymakers developing community policing procedures. In addition, the book aims to provide information for readers who are new to the subject of community policing. The wide range of examples and case studies make it also an excellent resource for teaching materials.
Publisher: Springer
ISBN: 3319533967
Category : Social Science
Languages : en
Pages : 278
Book Description
This book provides a view into the multi-dimensional and multi-contextual nature of community policing. It brings together important conceptual discussions as well as numerous case studies and real-life examples of European community policing practices. It further offers insights into how the (primarily locally focused) concept of community policing fits into an increasingly interconnected world. Our book is intended for professionals working in community policing, academics and policymakers developing community policing procedures. In addition, the book aims to provide information for readers who are new to the subject of community policing. The wide range of examples and case studies make it also an excellent resource for teaching materials.
Serious Games
Author: Ralf Dörner
Publisher: Springer
ISBN: 3319406124
Category : Computers
Languages : en
Pages : 429
Book Description
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”.
Publisher: Springer
ISBN: 3319406124
Category : Computers
Languages : en
Pages : 429
Book Description
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”.
The Gamification of Digital Journalism
Author: David O. Dowling
Publisher: Routledge
ISBN: 042966432X
Category : Language Arts & Disciplines
Languages : en
Pages : 297
Book Description
This book examines the brief yet accelerated evolution of newsgames, a genre that has emerged from puzzles, quizzes, and interactives augmenting digital journalism into full-fledged immersive video games from open-world designs to virtual reality experiences. Critics have raised questions about the credibility and ethics of transforming serious news stories of political consequence into entertainment media, and the risks of trivializing grave and catastrophic events into mere games. Dowling explores both the negatives of newsgames, and how the use of entertainment media forms and their narrative methods mainly associated with fiction can add new and potentially more powerful meaning to news than traditional formats allow. The book also explores how industrial and cultural shifts in the digital publishing industry have enabled newsgames to evolve in a manner that strengthens certain core principles of journalism, particularly advocacy on behalf of marginalized and oppressed groups. Cutting-edge and thoughtful, The Gamification of Digital Journalism is a must-read for scholars, researchers, and practitioners interested in multimedia journalism and immersive storytelling.
Publisher: Routledge
ISBN: 042966432X
Category : Language Arts & Disciplines
Languages : en
Pages : 297
Book Description
This book examines the brief yet accelerated evolution of newsgames, a genre that has emerged from puzzles, quizzes, and interactives augmenting digital journalism into full-fledged immersive video games from open-world designs to virtual reality experiences. Critics have raised questions about the credibility and ethics of transforming serious news stories of political consequence into entertainment media, and the risks of trivializing grave and catastrophic events into mere games. Dowling explores both the negatives of newsgames, and how the use of entertainment media forms and their narrative methods mainly associated with fiction can add new and potentially more powerful meaning to news than traditional formats allow. The book also explores how industrial and cultural shifts in the digital publishing industry have enabled newsgames to evolve in a manner that strengthens certain core principles of journalism, particularly advocacy on behalf of marginalized and oppressed groups. Cutting-edge and thoughtful, The Gamification of Digital Journalism is a must-read for scholars, researchers, and practitioners interested in multimedia journalism and immersive storytelling.
The Past as a Digital Playground: Archaeology, Virtual Reality and Video Games
Author: Stefano Bertoldi
Publisher: Archaeopress Publishing Ltd
ISBN: 1803272678
Category : Social Science
Languages : it
Pages : 124
Book Description
This book collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site.
Publisher: Archaeopress Publishing Ltd
ISBN: 1803272678
Category : Social Science
Languages : it
Pages : 124
Book Description
This book collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site.
Handbook of Research on Serious Games as Educational, Business and Research Tools
Author: Cruz-Cunha, Maria Manuela
Publisher: IGI Global
ISBN: 1466601507
Category : Education
Languages : en
Pages : 1434
Book Description
"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.
Publisher: IGI Global
ISBN: 1466601507
Category : Education
Languages : en
Pages : 1434
Book Description
"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.