Proceedings of the International Conference on Simulation and Multimedia in Engineering Education (ICSEE 2000)
Author: Hamid Vakilzadian
Publisher:
Published: 2000
Total Pages: 272
ISBN-13:
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Author: Hamid Vakilzadian
Publisher:
Published: 2000
Total Pages: 272
ISBN-13:
DOWNLOAD EBOOKAuthor:
Publisher:
Published: 2002
Total Pages: 322
ISBN-13:
DOWNLOAD EBOOKAuthor: Hamid Vakilzadian
Publisher:
Published: 2001
Total Pages: 326
ISBN-13:
DOWNLOAD EBOOKAuthor: British Library. Document Supply Centre
Publisher:
Published: 2003
Total Pages: 870
ISBN-13:
DOWNLOAD EBOOKAuthor: Peter M.A. Sloot
Publisher: Springer
Published: 2003-08-03
Total Pages: 1124
ISBN-13: 3540448608
DOWNLOAD EBOOKSome of the most challenging problems in science and engineering are being addressed by the integration of computation and science, a research ?eld known as computational science. Computational science plays a vital role in fundamental advances in biology, physics, chemistry, astronomy, and a host of other disciplines. This is through the coordination of computation, data management, access to instrumentation, knowledge synthesis, and the use of new devices. It has an impact on researchers and practitioners in the sciences and beyond. The sheer size of many challenges in computational science dictates the use of supercomputing, parallel and distri- ted processing, grid-based processing, advanced visualization and sophisticated algorithms. At the dawn of the 21st century the series of International Conferences on Computational Science (ICCS) was initiated with a ?rst meeting in May 2001 in San Francisco. The success of that meeting motivated the organization of the - cond meeting held in Amsterdam April 21–24, 2002, where over 500 participants pushed the research ?eld further. The International Conference on Computational Science 2003 (ICCS 2003) is the follow-up to these earlier conferences. ICCS 2003 is unique, in that it was a single event held at two di?erent sites almost opposite each other on the globe – Melbourne, Australia and St. Petersburg, Russian Federation. The conference ran on the same dates at both locations and all the presented work was published in a single set of proceedings, which you hold in your hands right now.
Author: Maiga Chang
Publisher: Springer Science & Business Media
Published: 2010-01-20
Total Pages: 284
ISBN-13: 3642112447
DOWNLOAD EBOOKThis journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The third volume in this series contains a selection of 12 outstanding contributions from Edutainment 2009, the 4th International Conference on E-Learning and Games, held in Canada in August 2009. The main focus of these papers is on the use of games to stimulate learners. In addition, 10 regular papers are included, presenting a wide range of edutainment tools and applications.
Author: Darush Davani
Publisher: Society for Computer Simulation International
Published: 1997
Total Pages: 248
ISBN-13:
DOWNLOAD EBOOKAuthor: Magdy F. Iskander
Publisher: Society for Computer Simulation International
Published: 1996
Total Pages: 296
ISBN-13:
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Publisher:
Published: 2001
Total Pages: 68
ISBN-13:
DOWNLOAD EBOOKAuthor: Kendra M. L. Cooper
Publisher: CRC Press
Published: 2021-07-04
Total Pages: 313
ISBN-13: 1351382357
DOWNLOAD EBOOKFeaturing 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