Intersections in Simulation and Gaming

Intersections in Simulation and Gaming
Author: Anjum Naweed
Publisher: Springer
Total Pages: 419
Release: 2018-04-05
Genre: Computers
ISBN: 3319787950

This book constitutes the refereed post-conference proceedings of the 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and the 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, held in Melbourne, VIC, Australia, in September 2016. The 28 revised full papers included in the volume were carefully reviewed and selected from 55 submissions. They are organized in the following topical sections: Making the grade; Come to think of it; From here to fidelity; The name of the game; and Ahead of the game.

Intersections in Simulation and Gaming

Intersections in Simulation and Gaming
Author: Anjum Naweed
Publisher:
Total Pages:
Release: 2019
Genre: Game theory
ISBN: 9789813295834

This book constitutes the refereed proceedings of the Australasian Simulation Congress, ASC 2019, held in Gold Coast, Australia in September 2019. The 10 papers presented were carefully reviewed and selected from 17 submissions. They provide a forum for sharing progresses in the areas of human dimensions; gaming experience; design and application; search and rescue; defence-oriented technology and training.

Intersections in Simulation and Gaming: Disruption and Balance

Intersections in Simulation and Gaming: Disruption and Balance
Author: Anjum Naweed
Publisher: Springer
Total Pages: 139
Release: 2019-08-06
Genre: Computers
ISBN: 9789813295810

This book constitutes the refereed proceedings of the Australasian Simulation Congress, ASC 2019, held in Gold Coast, Australia in September 2019. The 10 papers presented were carefully reviewed and selected from 17 submissions. They provide a forum for sharing progresses in the areas of human dimensions; gaming experience; design and application; search and rescue; defence-oriented technology and training.

Gaming, Simulations and Society

Gaming, Simulations and Society
Author: International Simulation and Gaming Association. International Conference
Publisher: Springer Science & Business Media
Total Pages: 340
Release: 2005
Genre: Business & Economics
ISBN: 9784431223085

Annotation This book presents a current research scope and perspective of Simulation and Gaming. Theoretical problems of Simulation and Gaming will be examined with a view to improving the social sciences through the introduction of the techniques and concepts of Simulation and Gaming. The fields of economics, political science, psychology and business management can all be radically improved by introducing such techniques of Simulation and Gaming as the Agent-Based Modelling. Other important topics are the analysis of philosophical foundations in Simulation and Gaming as an academic discipline. The ever growing and massive popularity of PC and arcade games cannot be ignored. Their potential as agents of education and their essentially violent nature raise many ethical and moral problems that need to be addressed.

Evaluation of Rail Technology

Evaluation of Rail Technology
Author: Dr Anjum Naweed
Publisher: Ashgate Publishing, Ltd.
Total Pages: 528
Release: 2013-11-28
Genre: Political Science
ISBN: 1472400232

Rapid advancements in train control and in-cab technologies provide significant opportunities for rail operators to improve efficiency and enhance their operations. New technologies often provide elegant solutions to existing problems or new capabilities for the operator. However, new technologies may also represent a significant form of risk. Thus, it is important to balance the potential for significant improvement with justifiable concern about how the technology may unpredictably change the nature of the work. If a technology is designed and implemented without considering the substantive human factors concerns, that technology may lead to unintended consequences that can introduce safety issues and disrupt network performance. It is important to note that even a well-designed and beneficial technology may be rejected by the users who see it as a threat to their jobs, status or working conditions. This book discusses the issues surrounding rail technology and introduces a ‘toolkit’ of human factors evaluation methods. The toolkit provides a practical and operationally focused set of methods that can be used by managers considering investing in technology, staff charged with implementing a technology, and consultants engaged to assist with the design and evaluation process. This toolkit can help to ensure that new rail technologies are thoughtfully designed, effectively implemented, and well received by users so that the significant investment associated with developing rail technologies is not wasted.

Neo-Simulation and Gaming Toward Active Learning

Neo-Simulation and Gaming Toward Active Learning
Author: Ryoju Hamada
Publisher: Springer Nature
Total Pages: 557
Release: 2019-10-08
Genre: Political Science
ISBN: 9811380392

This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for teachers who wish to initiate active learning by applying many real experiences from world experts in simulation and gaming. This cumulative wisdom comes from cutting-edge trials reported at the 49th International Simulation and Gaming Association’s annual conference in Thailand 9–13 July 2018. The importance of changing teachers’ one-way lecture approach to that of active learning has been commonly understood for several decades and has been promoted especially in recent years in Asian universities. Simulation and gaming meets the requirements of such teaching programs, especially for active learning, but there are few books or references on how to gamify a lecture. This book serves as a guide to facilitate that change. The author recognizes the duty to provide readers with fixed directions toward simulation and gaming in the next generation, which have still not been fully elucidated. Developing a simulation and gaming culture and making it sustainable in the next decade are the purpose of this book.

Serious Games

Serious Games
Author: Minhua Ma
Publisher: Springer Nature
Total Pages: 306
Release: 2020-10-27
Genre: Computers
ISBN: 3030618145

This book constitutes the refereed proceedings of the 6th Joint International Conference on Serious Games, JCSG 2020, held in Stoke-on-Trent, UK, in November 2020. The 19 full papers presented together with 3 short papers were carefully reviewed and selected from 38 submissions. The papers offer a wide range in the use of serious games in several fields like learning, simulation, training, health, well-being, management, assessment or marketing and much more.

Simulation Gaming Through Times and Disciplines

Simulation Gaming Through Times and Disciplines
Author: Marcin Wardaszko
Publisher: Springer Nature
Total Pages: 469
Release: 2021-03-26
Genre: Computers
ISBN: 3030721329

This book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26–30, 2019.The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming.

Simulation and Gaming in the Network Society

Simulation and Gaming in the Network Society
Author: Toshiyuki Kaneda
Publisher: Springer
Total Pages: 466
Release: 2016-08-02
Genre: Mathematics
ISBN: 9811005753

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.