Engineering Principles of Combat Modeling and Distributed Simulation

Engineering Principles of Combat Modeling and Distributed Simulation

Author: Andreas Tolk

Publisher: John Wiley & Sons

Published: 2012-02-14

Total Pages: 932

ISBN-13: 1118180305

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Explore the military and combat applications of modeling and simulation Engineering Principles of Combat Modeling and Distributed Simulation is the first book of its kind to address the three perspectives that simulation engineers must master for successful military and defense related modeling: the operational view (what needs to be modeled); the conceptual view (how to do combat modeling); and the technical view (how to conduct distributed simulation). Through methods from the fields of operations research, computer science, and engineering, readers are guided through the history, current training practices, and modern methodology related to combat modeling and distributed simulation systems. Comprised of contributions from leading international researchers and practitioners, this book provides a comprehensive overview of the engineering principles and state-of-the-art methods needed to address the many facets of combat modeling and distributed simulation and features the following four sections: Foundations introduces relevant topics and recommended practices, providing the needed basis for understanding the challenges associated with combat modeling and distributed simulation. Combat Modeling focuses on the challenges in human, social, cultural, and behavioral modeling such as the core processes of "move, shoot, look, and communicate" within a synthetic environment and also equips readers with the knowledge to fully understand the related concepts and limitations. Distributed Simulation introduces the main challenges of advanced distributed simulation, outlines the basics of validation and verification, and exhibits how these systems can support the operational environment of the warfighter. Advanced Topics highlights new and developing special topic areas, including mathematical applications fo combat modeling; combat modeling with high-level architecture and base object models; and virtual and interactive digital worlds. Featuring practical examples and applications relevant to industrial and government audiences, Engineering Principles of Combat Modeling and Distributed Simulation is an excellent resource for researchers and practitioners in the fields of operations research, military modeling, simulation, and computer science. Extensively classroom tested, the book is also ideal for courses on modeling and simulation; systems engineering; and combat modeling at the graduate level.


Gaming and Simulations: Concepts, Methodologies, Tools and Applications

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

Author: Management Association, Information Resources

Publisher: IGI Global

Published: 2010-11-30

Total Pages: 2164

ISBN-13: 1609601963

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"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.


Learning Science Through Computer Games and Simulations

Learning Science Through Computer Games and Simulations

Author: National Research Council

Publisher: National Academies Press

Published: 2011-04-12

Total Pages: 174

ISBN-13: 0309212669

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At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.


Mobile Information Communication Technologies Adoption in Developing Countries

Mobile Information Communication Technologies Adoption in Developing Countries

Author: Ahmed Gad Abdel-Wahab

Publisher: IGI Global

Published: 2011-01-01

Total Pages: 322

ISBN-13: 1616928182

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"This book reviews different approaches and methodologies used in dealing with issues related to mobile ICTs, and presents successful examples mobile ICT adoption in developing countries, addressesing the impact of culture on mobile ICT adoption and deployment"--Provided by publisher.


Simulating Innovation

Simulating Innovation

Author: Christopher Watts

Publisher: Edward Elgar Publishing

Published: 2014-01-31

Total Pages: 303

ISBN-13: 1849801606

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Christopher Watts and Nigel Gilbert explore the generation, diffusion and impact of innovations, which can now be studied using computer simulations. ø Agent-based simulation models can be used to explain the innovation that emerges from interact


Advanced Methodologies and Technologies in Artificial Intelligence, Computer Simulation, and Human-Computer Interaction

Advanced Methodologies and Technologies in Artificial Intelligence, Computer Simulation, and Human-Computer Interaction

Author: Khosrow-Pour, D.B.A., Mehdi

Publisher: IGI Global

Published: 2018-09-28

Total Pages: 1456

ISBN-13: 1522573690

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As modern technologies continue to develop and evolve, the ability of users to adapt with new systems becomes a paramount concern. Research into new ways for humans to make use of advanced computers and other such technologies through artificial intelligence and computer simulation is necessary to fully realize the potential of tools in the 21st century. Advanced Methodologies and Technologies in Artificial Intelligence, Computer Simulation, and Human-Computer Interaction provides emerging research in advanced trends in robotics, AI, simulation, and human-computer interaction. Readers will learn about the positive applications of artificial intelligence and human-computer interaction in various disciples such as business and medicine. This book is a valuable resource for IT professionals, researchers, computer scientists, and researchers invested in assistive technologies, artificial intelligence, robotics, and computer simulation.


They Create Worlds

They Create Worlds

Author: Alexander Smith

Publisher: CRC Press

Published: 2019-11-19

Total Pages: 575

ISBN-13: 042975261X

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They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.


Serious Game Design and Development: Technologies for Training and Learning

Serious Game Design and Development: Technologies for Training and Learning

Author: Cannon-Bowers, Jan

Publisher: IGI Global

Published: 2010-02-28

Total Pages: 382

ISBN-13: 1615207406

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"With an increasing use of vido games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully accomplish a more serious goal"--Provided by publisher.