1. Theme and focus Few books are available to integrate the models for facilities siting, transportation, and land-use. Employing state-of-the-art quantitative-models and case-studies, this book would guide the siting of such facilities as transportation terminals, warehouses, nuclear power plants, military bases, landfills, emergency shelters, state parks, and industrial plants. The book also shows the use of statistical tools for forecasting and analyzing implications of land-use decisions. The idea is that la- use on a map is necessarily a consequence of individual, and often conflicting, siting decisions over time. Since facilities often develop to form a community, these decisions are interrelated spatially—i. e. , they need to be accessible to one another via the transportation system. It is our thesis that a common methodological procedure exists to analyze all these spatial-temporal constructs. While there are several monographs and texts on subjects related to this book's, this volume is unique in that it integrates existing practical and theoretical works on facility-location, transportation, and land-use. Instead of dealing with individual facility-location, transportation, or the resulting land-use pattern individually, it provides the underlying principles that are behind these types of models. Particularly of interest is the emphasis on counter-intuitive decisions that often escape our minds unless deliberate steps of analysis are taken. Oriented toward the fundamental principles of infrastructure management, the book transcends the traditional engineering and planning disciplines, where the main concerns are often exclusively either physical design, fiscal, socioeconomic or political considerations.
This extensively revised and updated fourth edition of Planning in the USA continues to provide a comprehensive introduction to the policies, theory and practice of planning. Outlining land use, urban planning, and environmental protection policies, this fully illustrated book explains the nature of the planning process and the way in which policy issues are identified, defined, and approached. This full colour edition incorporates new planning legislation and regulations at the state and federal layers of government, updated discussion on current economic issues, and examples of local ordinances in a variety of planning areas. Key updates include: a new chapter on planning and sustainability; a new discussion on the role of foundations and giving to communities; a discussion regarding the aftermath of Katrina in New Orleans; a discussion on deindustrialization and shrinking cities; a discussion on digital billboards; a discussion on recent comprehensive planning efforts; a discussion on land banking; a discussion unfunded mandates; a discussion on community character; a companion website with multiple choice and fill the blank questions, and ‘test yourself’ glossary terms. This book gives a detailed account of urbanization in the United States and reveals the problematic nature and limitations of the planning process, the fallibility of experts, and the difficulties facing policy-makers in their search for solutions. Planning in the USA is an essential book for students, planners and all who are concerned with the nature of contemporary urban and environmental problems.
This revised edition continues to provide a comprehensive introduction to the policies and practices of planning. Discussing land use, urban planning and environmental protection policies, the text explains the nature of the planning process.
Employing state-of-the art quantitative models and case studies, Location Theory and Decision Analysis provides the methodologies behind the siting of such facilities as transportation terminals, warehouses, housing, landfills, state parks and industrial plants. Through its extensive methodological review, the book serves as a primer for more advanced texts on spatial analysis, including the monograph on Location, Transport and Land-Use by the same author. Given the rapid changes over the last decade, the Second Edition includes new analytic contributions as well as software survey of analytics and spatial information technology. While the First Edition served the professional community well, the Second Edition has substantially expanded its emphasis for classroom use of the volume. Extensive pedagogic materials have been added, going from the fundamental principles to open-ended exercises, including solutions to selected problems. The text is of value to engineering and business programs that offer courses in Decision and Risk Analysis, Muticriteria Decision-Making, and Facility Location and Layout. It should also be of interest to public policy programs that use geographic Information Systems and satellite imagery to support their analyses.
This is the fullest guide to available games and simulations for use in business and education. There are over 1,400 separate entries -- about half of them new to this edition -- giving each game's name, copyright, manufacturer, price, age and number of players, together with a full description. Twenty four essays evaluate and contrast games for specific settings, making this a consumer report for game users.
This book is a history of the first half of the author's long life. Its content and episodes are intended for family member and close friend readers. It may be of some assistance to those writing their memoirs. This final and more detailed edition supersedes two previous editions.
The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players. Few scientists have witnessed such a radical change in their area of research and practice as those who engaged in play and gaming since the 1950s. Since that time game scientists from a whole variety of disciplines started adopting gaming and simulation methods in their research. Rapid advances in information technology and computer science are producing a tool rich environment for the design and use of games, and for humanities studies of games as digital arts and interactive narratives. Game science is advancing through these waves of change, driven by the digital computer game industry, enhanced through computer and information science, as well as through advances in professional gaming such as in education, public and business management, policy development, health care, eco-systems management, and so on. When asking game scientists about the core of their science, one should expect to hear diverging answers. The common questions about the core of game and play are not new. They refer to: What is the meaning of game and play? What is real and what is virtual reality? How could we build simple and effective games from complex social systems? Are we able to bring forward a general theory of games? Are we able to help players (social actors) to find smart solutions and approaches to complex issues? How do games enhance learning and how do they improve our thinking capacity and action repertoire? Current answers to these questions are scattered and inadequate. This book offers a frame-of-reference that will enlighten the characteristics of particular games and simulations from a common perspective. The author pays less attention to instrumental reasoning than on theoretical and methodological questions. Answers will provide a suitable context for addressing design science and analytical science approaches to artifact design and assessment, and theory development and testing. Due to the high diversity of approaches that game science has to accommodate the author chooses an interdisciplinary and where appropriate a meta-disciplinary approach.
This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book’s chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.