Proceeding of the 16th International Academic MindTrek Conference
Author | : Artur Lugmayr |
Publisher | : |
Total Pages | : 278 |
Release | : 2012 |
Genre | : Computer science |
ISBN | : 9781450316378 |
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Author | : Artur Lugmayr |
Publisher | : |
Total Pages | : 278 |
Release | : 2012 |
Genre | : Computer science |
ISBN | : 9781450316378 |
Author | : Blazenka Knezevic |
Publisher | : Eduardo Tomé |
Total Pages | : 739 |
Release | : 2017-07-08 |
Genre | : Business & Economics |
ISBN | : 9892077148 |
Foreword A famous Portuguese Poet once said around one hundred years ago; “before I was born all the words that should save the Humanity had already been written.., the only thing that was missing was to save Humanity.” Fast forward to the 21st century services led and knowledge based economy, and we have myriads of theoretical study about the decisive assets – namely intangibles. Those analysis are made in several perspectives, namely Human Resources, Knowledge Management, Intellectual Capital, and also many sectorial perspectiveslike Trade, Economics, Logistics, Social Policy etc. However, today the question about the applicability of all these studies remains unsolved. So, it like, many of the words that will save the Knowledge Economy have already been written, all we need is to save the Knowledge Economy…Or is it not? The idea behind TAKE Conference was to provide a multidisciplinary forum in which those multiple perspectives will come together. We believe it is a fruitful operation and we intend to continue the exercise in the future. The problem of the relation between theory and practice in the knowledge economy is getting more important and not lessimportant with the development of the BRICS and other nations. TAKE main question will be one of the problems of the 21st century. Following the promising start of TAKE 2016 in Aveiro, Portugal, TAKE 2017 was organized by the Faculty of Economics of Zagreb University, around Prof. Blazenka Knezevic. I would like to thank her and her team for the massive effort in putting TAKE 2017 together. It will be a very nice and memorable conference. I would like also to thank the 5 keynotes, the special sessions and workshop organizes, the authors of the 60 papers and 5 posters, the stream leaders, the reviewers and the sponsors for the efforts. And to the 90 participants from 20 countries: Austria, Bosnia‐Herzegovina, Canada, Croatia, Germany, Hong Kong, Hungary, Netherlands, Mexico, Portugal, Poland, Romania, Russia, South Africa, Serbia, Slovakia, Spain, Thailand, United Kingdom, United States. A special word to Prof. Gaby Neumann from Wildau who organized the Proceedings. Let us make TAKE 2017 a great occasion and help save the knowledge economy a bit. Eduardo Tomé, Conference Chair Zagreb, July 2017
Author | : Giancarlo Fortino |
Publisher | : Springer Nature |
Total Pages | : 809 |
Release | : |
Genre | : |
ISBN | : 9819726719 |
Author | : Shin-ya Nishizaki |
Publisher | : World Scientific |
Total Pages | : 266 |
Release | : 2014-09-05 |
Genre | : Computers |
ISBN | : 9814612898 |
This is the proceedings of the Third Workshop on Computing: Theory and Practice, WCTP 2013 devoted to theoretical and practical approaches to computation. This workshop was organized by four top universities in Japan and the Philippines: Tokyo Institute of Technology, Osaka University, University of the Philippines — Diliman, and De La Salle University. The proceedings provides a comprehensive view of the current development of fundamental research in formal method, programming language and programming development environment, bioinformatics, empathic and intelligent systems, and computing gaming in Japan and the Philippines.
Author | : Masaaki Kurosu |
Publisher | : Springer Nature |
Total Pages | : 278 |
Release | : |
Genre | : |
ISBN | : 3031604288 |
Author | : J.C. Augusto |
Publisher | : IOS Press |
Total Pages | : 316 |
Release | : 2014-07-03 |
Genre | : Computers |
ISBN | : 1614994110 |
Advances in the engineering of sensing and acting capabilities, distributed in a wide range of specialized devices nowadays, provide an opportunity for the fundamental advances in computer science made in the past few decades to impact our daily lives. Sensors/actuators deployed in a physical space – a house, an office, a classroom, a car, a street – facilitate a link between an automated decision-making system and a technologically-enriched space. The Intelligent Environment, a digital environment that supports people in their daily lives, is a very active area of research which is attracting an increasing number of professionals (both in academia and industry) worldwide. The prestigious 10th International Conference on Intelligent Environments (IE’14) is focused on the development of advanced Intelligent Environments and stimulates the discussion on several specific topics that are crucial to the future of the area. This volume is the combined proceedings of the workshops co-located with IE’14: 9th Workshop on Artificial Intelligence Techniques for Ambient Intelligence (AITAmI’14); 2nd International Workshop on Applications of Affective Computing in Intelligent Environments (ACIE’14); 3rd edition of the Workshop on Future Intelligent Educational Environments (WOFIEE’14); 2nd Workshop on Cloud-of-Things 2014 (CoT’14); 3rd International Workshop on the Reliability of Intelligent Environments (WoRIE 2014); 4th Workshop on Creative Science 2014 (CS’14); and 1st Workshop on Hyperrealistic Intelligent Environments 2014 (HyperRealitIE’14). This book offers an overview of the latest developments in key areas of the development of Intelligent Environments.
Author | : Aaron Marcus |
Publisher | : Springer |
Total Pages | : 713 |
Release | : 2016-07-04 |
Genre | : Computers |
ISBN | : 3319403559 |
The three-volume set LNCS 9746, 9747, and 9748 constitutes the proceedings of the 5th International Conference on Design, User Experience, and Usability, DUXU 2016, held as part of the 18th International Conference on Human-Computer Interaction, HCII 2016, in Toronto, Canada, in July 2016, jointly with 13 other thematically similar conferences. The total of 1287 papers presented at the HCII 2016 conferences were carefully reviewed and selected from 4354 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 157 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 67 papers included in this volume are organized in topical sections on emotion, motivation, and persuasion design; DUXU in learning and education; games and gamification; culture, language and DUXU; DUXU for social innovation and sustainability; usability and user experience studies.
Author | : Mikko Vesa |
Publisher | : Routledge |
Total Pages | : 258 |
Release | : 2021-02-25 |
Genre | : Business & Economics |
ISBN | : 100035105X |
This edited volume presents an interdisciplinary collection of texts that examine the practice of gamification, the use of game design elements in non-game contexts, specifically as an organization and management research problem. As we travel deeper into the twenty-first century, it is becoming increasingly clear the late modernity is re defining its take on games and play. Following what has been termed a general ludification or playification of society, corporations are beginning to see games and play as resources rather than as a wasteful practice. We are witnessing the emergence of the practice of gamificiation with the intention of mobilizing play’s motivational power for capitalist production. This book outlines both the essential "how tos" and also critically explores their links to diverse strands of organization theory such as institutionalism, business ethics, critical theory and organizational behavior. Gamification research has been mostly conducted within disciplines such as information studies, game studies and information systems science. This is a paradoxical state of affairs; whilst gamification aims at being a transformative intervention in work processes and practices and is being deployed as such by practitioners. This book will be of value to researchers, academics and students interested in management and organization studies.
Author | : Isaías, Pedro |
Publisher | : IGI Global |
Total Pages | : 372 |
Release | : 2014-06-30 |
Genre | : Computers |
ISBN | : 1466662298 |
In more ways than one, assistive technologies can have a profound impact on humans and their operations within society. Understanding these emerging technologies is crucial to their effective use in improving human lives. Human-Computer Interfaces and Interactivity: Emergent Research and Applications aims to address the main issues of interest within the culture and design of interactive systems for individuals living with disabilities. This premier reference work addresses a range of approaches including, but not limited to, the conceptual, technological, and design issues related to human-computer interaction, issues of interest to a range of individuals including academics, university teachers, researchers, post-graduate students, public and private institutions, and HCI developers and researchers.
Author | : Dinana, Hesham Osama |
Publisher | : IGI Global |
Total Pages | : 332 |
Release | : 2022-10-28 |
Genre | : Business & Economics |
ISBN | : 1668458462 |
The field of marketing has changed for the good as the lines between the online and the offline worlds continue to blur and merge as new metaverses emerge. The evolution of online-to-offline and offline-to-online strategies and business models are transforming the research agenda for academicians and work practices for professionals. Further study on this evolution is required to fully understand the opportunities and future directions. Marketing and Advertising in the Online-to-Offline (O2O) World presents an insight into online and offline marketing strategies and practices and focuses on the emerging trend in the online and offline worlds. The book also explores the potential use of emerging technologies such as virtual reality, mixed reality, and big data analytics in different marketing and advertising functions. Covering key topics such as consumer behavior, brand equity, advertising, and brand performance, this reference work is ideal for business owners, industry professionals, managers, administrators, policymakers, researchers, academicians, scholars, practitioners, instructors, and students.