Browse Results

Showing 21,001 through 21,025 of 54,275 results

Future Directions for NSF Advanced Computing Infrastructure to Support U.S. Science and Engineering in 2017-2020

by National Academies of Sciences Engineering Medicine

Advanced computing capabilities are used to tackle a rapidly growing range of challenging science and engineering problems, many of which are compute- and data-intensive as well. Demand for advanced computing has been growing for all types and capabilities of systems, from large numbers of single commodity nodes to jobs requiring thousands of cores; for systems with fast interconnects; for systems with excellent data handling and management; and for an increasingly diverse set of applications that includes data analytics as well as modeling and simulation. Since the advent of its supercomputing centers, the National Science Foundation (NSF) has provided its researchers with state-of-the-art computing systems. The growth of new models of computing, including cloud computing and publically available by privately held data repositories, opens up new possibilities for NSF. In order to better understand the expanding and diverse requirements of the science and engineering community and the importance of a new broader range of advanced computing infrastructure, the NSF requested that the National Research Council carry out a study examining anticipated priorities and associated tradeoffs for advanced computing. Future Directions for NSF Advanced Computing Infrastructure to Support U.S. Science and Engineering in 2017-2020 provides a framework for future decision-making about NSF’s advanced computing strategy and programs. It offers recommendations aimed at achieving four broad goals: (1) position the U.S. for continued leadership in science and engineering, (2) ensure that resources meet community needs, (3) aid the scientific community in keeping up with the revolution in computing, and (4) sustain the infrastructure for advanced computing.

Future Learning in Primary Schools

by Ching Sing Chai Cher Ping Lim Chun Ming Tan

This edited book tells the story of the multifaceted efforts devoted by a "future school" in Singapore--The Nan Chiau Primary School--in shaping future learning. It documents the various measures implemented by one primary school to improve student learning outcomes in a technology-rich teaching and learning environment. With the current interest in Singapore's "Masterplan for ICT (information and communication technology) in Education," and the increasing focus on teaching and learning design by leading education researchers and professionals, this well-timed book will appeal to policy makers, educators and researchers.

Future Network Systems and Security

by Robin Doss Selwyn Piramuthu Wei Zhou

This book constitutes the refereed proceedings of the Second International Conference on Future Network Systems and Security, FNSS 2016, held in Paris, France, in November 2016. The 12 full papers and one short paper presented were carefully reviewed and selected from 34 submissions. The papers focus on the technology, communications, systems and security aspects of relevance to the network of the future.

Future Network Systems and Security: Second International Conference, FNSS 2016, Paris, France, November 23-25, 2016, Proceedings (Communications in Computer and Information Science #670)

by Robin Doss, Selwyn Piramuthu and Wei Zhou

This book constitutes the refereed proceedings of the Second International Conference on Future Network Systems and Security, FNSS 2016, held in Paris, France, in November 2016.The 12 full papers and one short paper presented were carefully reviewed and selected from 34 submissions. The papers focus on the technology, communications, systems and security aspects of relevance to the network of the future.

The Future of Ubiquitous Learning

by Begoña Gros Kinshuk Marcelo Maina

This book explores emerging pedagogical perspectives based on the design of new learning spaces supported by digital technologies and brings together some of the best research in this field. The book is divided into three themes: foundations of emerging pedagogies, learning designs for emerging pedagogies and, adaptive and personalized learning. The chapters provide up-to-date information about new pedagogical proposals, and examples for acquiring the requisite skills to both design and support learning opportunities that improve the potential of available technologies.

The Future of Work in Information Society

by Andrzej Piotr Wierzbicki

This book investigates the questionas to whether technological developments will ultimately mean the end of workand, if so, what the consequences will be. The author addresses this questionfrom the perspective of a technologist well versed in econometrics and gametheory, and argues that it is not technology alone that could lead to the endof work, but its utilization by the capitalist system. Technology allows us tominimize the costs of work and increase profits, while the system is worseningunemployment, socio-economic inequality and stratification - which could lead tothe end of capitalism in a massive global revolution. Assuch, the book proposes an evolutionary reform based on a seemingly minor butin fact essential correction of the corporate income tax, which he proposesshould decrease in accordance with the percentage of the enterprise's revenuesexpended to pay employee salaries. In this way, entrepreneurs will be motivatedto implement new professions and occupations, as well as new workplaces. Onlyin this way, the book argues, can reforms be used to prevent the end of work,which would have catastrophic consequences.

The Future X Network: A Bell Labs Perspective

by Marcus K. Weldon

We are at the dawn of an era in networking that has the potential to define a new phase of human existence. This era will be shaped by the digitization and connection of everything and everyone with the goal of automating much of life, effectively creating time by maximizing the efficiency of everything we do and augmenting our intelligence with knowledge that expedites and optimizes decision-making and everyday routines and processes.The Future X Network: A Bell Labs Perspective outlines how Bell Labs sees this future unfolding and the key technological breakthroughs needed at both the architectural and systems levels. Each chapter of the book is dedicated to a major area of change and the network and systems innovation required to realize the technological revolution that will be the essential product of this new digital future.

Fuzziness in Information Systems

by Miroslav Hudec

This book is an essential contribution to the description of fuzziness in information systems. Usually users want to retrieve data or summarized information from a database and are interested in classifying it or building rule-based systems on it. But they are often not aware of the nature of this data and/or are unable to determine clear search criteria. The book examines theoretical and practical approaches to fuzziness in information systems based on statistical data related to territorial units. Chapter 1 discusses the theory of fuzzy sets and fuzzy logic to enable readers to understand the information presented in the book. Chapter 2 is devoted to flexible queries and includes issues like constructing fuzzy sets for query conditions, and aggregation operators for commutative and non-commutative conditions, while Chapter 3 focuses on linguistic summaries. Chapter 4 presents fuzzy logic control architecture adjusted specifically for the aims of business and governmental agencies, and shows fuzzy rules and procedures for solving inference tasks. Chapter 5 covers the fuzzification of classical relational databases with an emphasis on storing fuzzy data in classical relational databases in such a way that existing data and normal forms are not affected. This book also examines practical aspects of user-friendly interfaces for storing, updating, querying and summarizing. Lastly, Chapter 6 briefly discusses possible integration of fuzzy queries, summarization and inference related to crisp and fuzzy databases. The main target audience of the book is researchers and students working in the fields of data analysis, database design and business intelligence. As it does not go too deeply into the foundation and mathematical theory of fuzzy logic and relational algebra, it is also of interest to advanced professionals developing tailored applications based on fuzzy data.

Fuzzy Control in Environmental Engineering

by Wojciech Z. Chmielowski

This book is intended for engineers, technicians and people who plan to use fuzzy control in more or less developed and advanced control systems for manufacturing processes, or directly for executive equipment. Assuming that the reader possesses elementary knowledge regarding fuzzy sets and fuzzy control, by way of a reminder, the first parts of the book contain a reminder of the theoretical foundations as well as a description of the tools to be found in the Matlab/Simulink environment in the form of a toolbox. The major part of the book presents applications for fuzzy controllers in control systems for various manufacturing and engineering processes. It presents seven processes and problems which have been programmed using fuzzy controllers. The issues discussed concern the field of Environmental Engineering. Examples are the control of a flood wave passing through a hypothetical, and then the real Dobczyce reservoir in the Raba River, which is located in the upper Vistula River basin in Southern Poland, the control and water management in a cascade of reservoirs, a broadly defined combustion process model, modern water heating systems and many other.

Fuzzy Technology

by Janusz Kacprzyk Mario Fedrizzi Mikael Collan

Thisbook provides readers with a timely and comprehensive yet concise view on the field of fuzzy logic and its real-world applications. The chapters, writtenby authoritative scholars in the field, report on promising new models for dataanalysis, decision making, and systems modeling, with a special emphasis on theirapplications in management science. The book is a token of appreciation from the fuzzy researchcommunity to Professor Christer Carlsson for his long time research and organizationalcommitment, which have among other things resulted in the foundation and success of theInstitute for Advanced Management Systems Research (IAMSR) at Åbo Akademi University, in Åbo(Turku), Finland. The book serves as timely guide for the fuzzy logic andoperations research communities alike.

Game Audio Implementation: A Practical Guide Using the Unreal Engine

by Richard Stevens Dave Raybould

Game Audio Implementation offers a unique practical approach to learning all about game audio. If you've always wanted to hear your sound or music in a real game then this is the book for you. Each chapter is accompanied by its own game level where you can see the techniques and theories in action before working through over 70 exercises to develop your own demo level. Taking you all the way from first principles to complex interactive systems in the industry standard Unreal Engine© you’ll gain the skills to implement your sound and music along with a deep transferable knowledge of the principles you can apply across a range of other game development tools. <P><P> The accompanying website (www.gameaudioimplementation.com) includes: <P><P> <P><P>12 downloadable demonstration games <P><P>A unique exercise level for you to develop for your portfolio <P><P>An up-to-date online bibliography with further reading for each chapter <P><P>A free sound library with hundreds of game SFX

Game Changers: From Minecraft To Misogyny: The Fight For The Future Of Videogames

by Dan Golding Leena Van Deventer

The videogame scene has evolved from the hobby of boys in bedrooms to a popular pastime for anyone with a smartphone. Many of the old guard resent this mainstreaming of games culture -- and they've been anything but welcoming. These trolls have created a climate of fear by abusing and harassing women, minorities and anyone who has dared to speak out against misogyny and other problems in the boys' club industry. Game Changers puts these conflicts under the microscope, in Australia and overseas. The book features exclusive interviews with many key figures working to make the videogame world a safe space, including Anita Sarkeesian and Zoë Quinn, two of the women at the centre of the Gamergate abuse. In 2015, they were asked by the United Nations to lead a panel discussion on the 'rising tide of online violence against women and girls'. Authors Dan Golding and Leena van Deventer use their extensive experience in the videogame industry, both as players and professionals, to examine how games culture is growing, diversifying and changing for the better.

Game Hacking: Developing Autonomous Bots for Online Games

by Nick Cano

You don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle.Bring your knowledge of Windows-based development and memory management, and Game Hacking will teach you what you need to become a true game hacker. Learn the basics, like reverse engineering, assembly code analysis, programmatic memory manipulation, and code injection, and hone your new skills with hands-on example code and practice binaries.Level up as you learn how to:–Scan and modify memory with Cheat Engine–Explore program structure and execution flow with OllyDbg–Log processes and pinpoint useful data files with Process Monitor–Manipulate control flow through NOPing, hooking, and more–Locate and dissect common game memory structuresYou’ll even discover the secrets behind common game bots, including:–Extrasensory perception hacks, such as wallhacks and heads-up displays–Responsive hacks, such as autohealers and combo bots–Bots with artificial intelligence, such as cave walkers and automatic lootersGame hacking might seem like black magic, but it doesn’t have to be. Once you understand how bots are made, you’ll be better positioned to defend against them in your own games. Journey through the inner workings of PC games with Game Hacking, and leave with a deeper understanding of both game design and computer security.

Game of War FireAge La Guía de Juego No Oficial

by Dahlia Deyanira Romero Castillo Joshua Abbott

Con esta guía aprenderás exactamente lo que necesitas para convertirte en un jugador experto, vence a tus oponentes, y obtén monedas ¡ilimitadas! Esta es la guía completa con todo lo que necesitas saber sobre el juego. - Descripción e información básica. - Consejos y estrategias profesionales. - Instrucciones detalladas y fácil de seguir. - ¿Secretos, consejos, trampas, contenido exclusivo y trucos utilizados por jugadores expertos! - ¡Y MUCHO MÁS! ¡Compra ahora y destruye a tus enemigos! ¡Sé un Experto HOY! Aviso legal: Este libro no está asociado, afiliado, avalado o patrocinado por Machine Zone, Inc., ni ha sido revisado, acreditado o certificado por la misma. Esta guía es para ser usada como referencia. Esta, de ninguna manera, modifica o altera el juego. Esta es una guía escrita y no un programa informático.

Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More

by Dustin Hansen

Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted. <P><P>Learn about the creators and inspiration (Mario was named after Nintendo's landlord after he barged into a staff meeting demanding rent), discover historical trivia and Easter eggs (The developers of Halo 2 drank over 24,000 gallons of soda while making the game), and explore the innovations that make each game special (The ghosts in Pac-Man are the first example of AI in a video game). <P><P>Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you!

Game On! 2017: All The Best Games: Awesome Facts and Coolest Secrets

by Scholastic Imagine Publishing Staff

Game On! 2017 is the second edition of this hot new annual! Features information and statistics about all of the most popular games, tips and tricks for gamers, and interviews from gaming's biggest personalities--including game developers and pro gamers! With the help of Imagine Publishing, learn how to dominate the biggest online multiplayer games and unlock the rarest trophies and achievements in different game worlds.

Game Programming Using Qt: Beginner's Guide

by Lorenz Haas Witold Wysota

A complete guide to designing and building fun games with Qt and Qt Quick 2 using associated toolsets About This Book * Learn to create simple 2D to complex 3D graphics and games using all possible tools and widgets available for game development in Qt * Understand technologies such as QML, Qt Quick, OpenGL, and Qt Creator, and learn the best practices to use them to design games * Learn Qt with the help of many sample games introduced step-by-step in each chapter Who This Book Is For If you want to create great graphical user interfaces and astonishing games with Qt, this book is ideal for you. Any previous knowledge of Qt is not required, however knowledge of C++ is mandatory. What You Will Learn * Install Qt on your system * Understand the basic concepts of every Qt game and application * Develop 2D object-oriented graphics using Qt Graphics View * Build multiplayer games or add a chat function to your games with Qt's Network module * Script your game with Qt Script * Program resolution-independent and fluid UI using QML and Qt Quick * Control your game flow as per the sensors of a mobile device * See how to test and debug your game easily with Qt Creator and Qt Test In Detail Qt is the leading cross-platform toolkit for all significant desktop, mobile, and embedded platforms and is becoming more popular by the day, especially on mobile and embedded devices. Despite its simplicity, it's a powerful tool that perfectly fits game developers' needs. Using Qt and Qt Quick, it is easy to build fun games or shiny user interfaces. You only need to create your game once and deploy it on all major platforms like iOS, Android, and WinRT without changing a single source file. The book begins with a brief introduction to creating an application and preparing a working environment for both desktop and mobile platforms. It then dives deeper into the basics of creating graphical interfaces and Qt core concepts of data processing and display before you try creating a game. As you progress through the chapters, you'll learn to enrich your games by implementing network connectivity and employing scripting. We then delve into Qt Quick, OpenGL, and various other tools to add game logic, design animation, add game physics, and build astonishing UI for the games. Towards the final chapters, you'll learn to exploit mobile device features such as accelerators and sensors to build engaging user experiences. If you are planning to learn about Qt and its associated toolsets to build apps and games, this book is a must have. Style and approach This is an easy-to-follow, example-based, comprehensive introduction to all the major features in Qt. The content of each chapter is explained and organized around one or multiple simple game examples to learn Qt in a fun way.

The GameMaker Standard (Focal Press Game Design Workshops)

by David Vinciguerra Andrew Howell

This book teaches students and entry-level novices how to create games using the GameMaker engine. Readers will quickly hone their design skills with tutorials that are written so that beginners can quickly start building games while also providing lessons on how designers can 'level up' and add advanced options to their games. Readers will also have access to a website containing all the assets and resources to create their games, including sprites and animations, walk-through video tutorials of each lesson and music composed by professional musicians. Also provided are rubrics for instructors to use when grading student work or for readers learning on their own to evaluate their own work.

Gamer Psychology and Behavior

by Barbaros Bostan

This book provides an introduction and overview of the increasingly important topic of gamer psychology and behavior by presenting a range of theoretic perspectives and empirical evidence casting new light on understanding gamer behavior and designing interactive gaming experiences that maximize fun. This book aims to provide a snapshot on research approaches/advances in player psychology and behavior, discuss issues, solutions, challenges, and needs for player behavior research, and report gameplay experience and lessons as well as industry case studies from both social sciences and engineering perspectives. The nine chapters in this book, which are divided into three sections: Neuro-Psychology and Gaming; Player Behavior and Gameplay; Player Psychology and Motivations, do not represent all the topics in the psychology of gaming, however, they include a variety of topics in this field: the effects of violent video games on cognitive processes, the reward systems in the human brain and the concept of 'fun', goal-directed player behavior and game choices, psychological player profiling techniques, game design requirements and player psychology, motivational gamer profiles, and many more. This book is suitable for students and professionals with different disciplinary backgrounds such as computer science, design, software engineering, psychology, interactive media, and information systems. Students will be interested in the theory of gamer psychology and its impact on game design. Professionals will be interested in the fundamentals of gamer behavior and how interactive virtual environments can improve user experience.

The Gamer's Bucket List: The 50 Video Games to Play Before You Die

by Chris Watters

Which games are worth playing?---------- From pixelated pioneer adventures to stunning space odysseys, the boundaries of the video game world are expanding every day. Grand epics and gritty mysteries. Fierce competition and friendly cooperation. Powerful emotions and uproarious laughter. Video games are fantastically diverse and wonderfully creative, but not all games are created equal. With so many games out there on so many different consoles, computers, and devices, how do you decide which games are worth playing? Backed by years of writing about games professionally and decades spent playing them, Chris Watters lays out a list of 50 games to entertain and enlighten you. Whether you’re trying to learn more about the world of gaming or strengthening your claim to true gaming fluency, these are the games you’ll want to play, and why you’ll want to play them.

Games and Learning Alliance

by Alessandro De Gloria Remco Veltkamp

This book constitutes the refereed proceedings of the 4th International Conference on Games and Learning Alliance, GALA 2015, held in Rome, Italy, in December 2015. The 33 revised full papers and 15 short papers presented were carefully reviewed and selected from 102 submissions. The papers presented cover a variety of aspects and knowledge fields. They are grouped around the following topics: games for health, games for mobility, pervasive gaming and urban mobility.

Games and Learning Alliance

by Rosa Bottino Johan Jeuring Remco C. Veltkamp

This book constitutes the refereed proceedings of the 5th International Conference on Games and Learning Alliance, GALA 2016, held in Utrecht, The Netherlands, in December 2016. The 27 revised regular papers presented together with 14 poster papers were carefully reviewed and selected from 55 submissions. The papers cover topics such as games and sustainability; games for math and programming; games and health; games and soft skills; games and management; games and learning; game development and assessment; and mobile games.

Games User Research: A Case Study Approach

by Miguel Angel Garcia-Ruiz

"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field."—Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human–computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human–computer interaction between the player and the game.

Gamification with Unity 5.x

by Lauren S. Ferro

Build exhilarating gaming experiences using a wide range of game elements in Unity 5.x About This Book * Achieve your goals in a fun-filled way by creating gamification projects from scratch * Leverage the Unity 5.X toolkit to create stunning and appealing projects * Make your transition towards a pro project manager/ developer by learning tricks and techniques Who This Book Is For If you are a project manager, game developer, or programmer who wants to create successful end-to-end gamification projects from scratch, then this is the book for you. You do not need any previous experience of working with Unity 5.X. All the details required to make the most of gamifying your projects are provided in the book. What You Will Learn * Assess your learners' abilities by setting up challenges and quests * Implement the game elements that relate to the project into Unity * Publish your own task management application to better engage readers * Improve your design using methods of playtesting and iteration * Issue OpenBadges to recognize achievements and set up an online database to store your users achievements. In Detail Are you looking at implementing gamification techniques for your business and wondering where to get a complete rundown of all the tricks and techniques? Well, you have come to the right place! This book will start right from the basics such as gameplay elements and their functionalities before gradually moving onto creating your first gamification project from scratch. You'll be given the tools and shown how to perform various techniques for creating gamified applications in different contexts. Finally, you will implement various game elements into Unity, publish your own task management application, and get to know the best practices and approaches when designing gamified experiences. Style and approach This book takes a real-world case studies approach, moving ahead in a step-by-step tutorial manner. You will create your own project from scratch, and the practical examples will help you create a successful gamification project.

Gena/Finn

by Hannah Moskowitz Kat Helgeson

Gena and Finn would have never met but for their mutual love for the popular show Up Below. Regardless of their differences—Gena is a recent high school graduate whose social life largely takes place online, while Finn is in her early twenties, job hunting and contemplating marriage with her longtime boyfriend—the two girls realize that the bond between them transcends fanfiction. When disaster strikes and Gena's world turns upside down, only Finn can save her, and that, too, comes with a price. Told through emails, text messages, journal entries, and blog posts, Gena/Finn is a story of friendship and love in the digital age.

Refine Search

Showing 21,001 through 21,025 of 54,275 results