This 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.
eLearning – Konzept und Drehbuch ist ein Praxishandbuch, das Medienautoren und Projektleitern Einblick gewährt in die komplexe Vorarbeit für die Realisierung von eLearning-Projekten.
The Transactions on Computational Science journal is part of the Springer series Lecture Notes in Computer Science, and is devoted to the gamut of computational science issues, from theoretical aspects to application-dependent studies and the va- dation of emerging technologies.
The general idea that brains anticipate the future, that they engage in prediction, and that one means of doing this is through some sort of inner model that can be run of?
As well as conveying a message in words and sounds, the speech signal carries information about the speaker's own anatomy, physiology, linguistic experience and mental state.
Robotics is a highly interdisciplinary research topic, that requires integration of methods for mechanics, control engineering, signal processing, planning, gra- ics, human-computer interaction, real-time systems, applied mathematics, and software engineering to enable construction of fully operational systems.
RoboCup 2002, the 6th Robot World Cup Soccer and Rescue Competitions and Conference, took place during June 19-25, 2002, at the Fukuoka Dome (main venue) in Fukuoka, Japan.
The worldwide popularisation of mobile communication technologies and the incre- ing awareness of usability issues since 1990's have been urging map designers to s- cialise and extend cartographic semiotics, visualisation styles and map use techniques for mobile contexts and small display devices.
This book constitutes the thoroughly refereed post-proceedings of the 7th ERCIM Workshop on User Interfaces for All, held in Paris, France, in October 2002.
The 8th ERCIM Workshop "e;User Interfaces for All"e; was held in Vienna, Austria, on 28-29 June 2004, building upon the results of the seven previous workshops held in Heraklion, Crete, Greece, 30-31 October 1995; Prague, Czech Republic, 7-8 Nov- ber 1996; Obernai, France, 3-4 November 1997; Stockholm, Sweden, 19-21 October 1998; Dagstuhl, Germany, 28 November - 1 December 1999; Florence, Italy, 25-26 October 2000; and Paris (Chantilly), France, 24-25 October 2002.
The introduction to the 1st International Conference on Computers for Han- cappedPersons(Vienna,1989)byAMinTjoa(UniversityofVienna)andRoland Wagner(UniversityofLinz)?
Human conversational partners are able, at least to a certain extent, to detect the speaker's or listener's emotional state and may attempt to respond to it accordingly.
Metaverse in the Healthcare Industry: Potential Applications, Tools, and Techniques explores the intersection of rapidly evolving metaverse technology and its implications for the healthcare sector.
The LNCS journal Transactions on Computational Science reflects recent developments in the field of Computational Science, conceiving the field not as a mere ancillary science but rather as an innovative approach supporting many other scientific disciplines.
The objective of this publication AI Modernisation Techniques for Contemporary Trends is to offer a comprehensive and practical framework for engineers, technicians, and individuals interested in converting conventional electromechanical systems into intelligent, interconnected, and efficient smart systems.
The objective of this publication AI Modernisation Techniques for Contemporary Trends is to offer a comprehensive and practical framework for engineers, technicians, and individuals interested in converting conventional electromechanical systems into intelligent, interconnected, and efficient smart systems.
In an era where digital transformation demands ethical foresight and human-centered design, this first volume of a comprehensive trilogy explores how individuals can navigate complexity through responsible technological engagement.
In an era where digital transformation demands ethical foresight and human-centered design, this first volume of a comprehensive trilogy explores how individuals can navigate complexity through responsible technological engagement.
Understanding Python introduces the aspiring programmer to the concepts and skills of programming in Python, the most powerful, easy-to-read programming languages around.
The Fundamentals of UX Writing explores the topic of microcopy - what it is, why it matters, and how to craft effective, user-friendly text for digital experiences.
The Fundamentals of UX Writing explores the topic of microcopy - what it is, why it matters, and how to craft effective, user-friendly text for digital experiences.
These transactions publish research in computer-based methods of computational collective intelligence (CCI) and their applications in a wide range of fields such as performance optimization in IoT, big data, reliability, privacy, security, service selection, QoS and machine learning.
This 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.
These transactions publish research in computer-based methods of computational collective intelligence (CCI) and their applications in a wide range of fields such as performance optimization in IoT, big data, reliability, privacy, security, service selection, QoS and machine learning.
This 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.