Military Simulation & Serious Games: Where We Came from and Where We Are Going

Military Simulation & Serious Games: Where We Came from and Where We Are Going

Author: Roger Dean Smith

Publisher:

Published: 2009-10-01

Total Pages: 412

ISBN-13: 9780984399321

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"The world inside a simulator is as real as the world inside your head - but it is more accurate." Simulation has been a powerful tool for training the military for over 3000 years. What began as sand tables and board games has evolved into advanced computer and communication systems that encompass the globe and provide training portals on every continent. Commercial computer games have followed a similar evolutionary trajectory in delivering entertainment. The core technologies behind both fields have many commonalities and become more intertwined every year. This book is a collection of essays on the technical, social, and economic importance of simulation and gaming techniques, tools, and technologies. It provides a fascinating historical summary, explores important technical capabilities, and speculates on the role that these technologies will play in the future.


Story and Simulations for Serious Games

Story and Simulations for Serious Games

Author: Nick Iuppa

Publisher: CRC Press

Published: 2012-07-26

Total Pages: 265

ISBN-13: 1136142789

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How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while relating practical considerations of building a simulation. It also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and participant-generated story experiences. It also discusses enabling technologies in artificial intelligence, synthetic characters design and development, speech recognition technology, 3D modelling, and the future of story-driven games. Story Driven Simulations reviews the existing efforts in this field as well as focusing on the recent efforts of Paramount Pictures and The Institute for Creative Technologies at the University of Southern California, where this expert author team created successful simulations for the U.S. Army, Department of Defense, as well as other educational simulations.


The Complete Guide to Simulations and Serious Games

The Complete Guide to Simulations and Serious Games

Author: Clark Aldrich

Publisher: John Wiley & Sons

Published: 2009-09-17

Total Pages: 578

ISBN-13: 0470506741

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"Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown." -- Lynne Kenney, Psy.D., The Family Coach This exciting work offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs.


Simulating War

Simulating War

Author: Philip Sabin

Publisher: Bloomsbury Publishing

Published: 2012-01-19

Total Pages: 412

ISBN-13: 1441162267

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Over the past fifty years, many thousands of conflict simulations have been published that bring the dynamics of past and possible future wars to life. In this book, Philip Sabin explores the theory and practice of conflict simulation as a topic in its own right, based on his thirty years of experience in designing wargames and using them in teaching. Simulating War sets conflict simulation in its proper context alongside more familiar techniques such as game theory and operational analysis. It explains in detail the analytical and modelling techniques involved, and it teaches you how to design your own simulations of conflicts of your choice. The book provides eight simple illustrative simulations of specific historical conflicts, complete with rules, maps and counters. Simulating War is essential reading for all recreational or professional simulation gamers, and for anyone who is interested in modelling war, from teachers and students to military officers.


Serious Games and Edutainment Applications

Serious Games and Edutainment Applications

Author: Minhua Ma

Publisher: Springer Science & Business Media

Published: 2011-12-10

Total Pages: 502

ISBN-13: 1447121600

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The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.


New Horizons in Web Based Learning

New Horizons in Web Based Learning

Author: Dickson K.W. Chiu

Publisher: Springer

Published: 2014-04-30

Total Pages: 384

ISBN-13: 3662434547

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This book constitutes the revised selected papers of the workshops of the 10th and 11th International Conference of Web-based Learning, ICWL 2011, held in Hong Kong, in December 2011 and ICWL 2012, held in Sinaia, Romania, in September 2012. This volume comprises papers from one symposium that took place both in 2011 and 2012 and four workshops (two from 2011 and two from 2012): 1. The 1st and 2nd International Symposium on Knowledge Management and E-Learning (KMEL2011 / 2012); 2. The 1st International Workshop on Enhancing Learning with Social (ELSM 2011); 3. The 4th International Workshop on Social and Personal Computing for Web-Supported Learning (SPeL 2011); 4. International Workshop on Learning within and from Smart Cities (SciLearn 2012); 5. International Workshop on Creative Collaboration through Supportive Technologies in Education (CCSTED 2012).


Metadata and Semantic Research

Metadata and Semantic Research

Author: Elena García-Barriocanal

Publisher: Springer

Published: 2011-10-07

Total Pages: 553

ISBN-13: 3642247318

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This volume constitutes the selected papers of the 5th International Conference on Metadata and Semantic Research, MTSR 2011, held in Izmir, Turkey, in October 2011. The 36 full papers presented together with 16 short papers and project reports were carefully reviewed and selected from 118 submissions. The papers are organized in topical sections on Tracks on Metadata and Semantics for Open Access Repositories and Infrastructures, Metadata and Semantics for Learning Infrastructures, Metadata and Semantics for Cultural Collections and Applications, Metadata and Semantics for Agriculture, Food and Environment.


Mediatized Worlds

Mediatized Worlds

Author: A. Hepp

Publisher: Springer

Published: 2014-03-06

Total Pages: 336

ISBN-13: 1137300353

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How does the media influence our everyday lives? In which ways do our social worlds change when they interact with media? And what are the consequences for theorizing media and communication? Starting with questions like these, Mediatized Worlds discusses the transformation of our lives by their increasing mediatization. The chapters cover topics such as rethinking mediatization, mediatized communities, the mediatization of private lives and of organizational contexts, and the future perspective for mediatization research. The empirical studies offer new access to questions of mediatization an access that grounds mediatization in life-world and social-world perspectives.


Visions and Concepts for Education 4.0

Visions and Concepts for Education 4.0

Author: Michael E. Auer

Publisher: Springer Nature

Published: 2021-02-05

Total Pages: 572

ISBN-13: 3030672093

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This book contains papers in the fields of Interactive, Collaborative, and Blended Learning; Technology-Supported Learning; Education 4.0; Pedagogical and Psychological Issues. With growing calls for affordable and quality education worldwide, we are currently witnessing a significant transformation in the development of post-secondary education and pedagogical practices. Higher education is undergoing innovative transformations to respond to our urgent needs. The change is hastened by the global pandemic that is currently underway. The 9th International Conference on Interactive, Collaborative, and Blended Learning: Visions and Concepts for Education 4.0 was conducted in an online format at McMaster University, Canada, from 14th to 15th October 2020, to deliberate and share the innovations and strategies. This conference’s main objectives were to discuss guidelines and new concepts for engineering education in higher education institutions, including emerging technologies in learning; to debate new conference format in worldwide pandemic and post-pandemic conditions; and to discuss new technology-based tools and resources that drive the education in non-traditional ways such as Education 4.0. Since its beginning in 2007, this conference is devoted to new learning approaches with a focus on applications and experiences in the fields of interactive, collaborative, and blended learning and related new technologies. Currently, the ICBL conferences are forums to exchange recent trends, research findings, and disseminate practical experiences in collaborative and blended learning, and engineering pedagogy. The conference bridges the gap between ‘pure’ scientific research and the everyday work of educators. Interested readership includes policymakers, academics, educators, researchers in pedagogy and learning theory, school teachers, industry-centric educators, continuing education practitioners, etc.