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Transforming Gaming and Computer Simulation Technologies across Industries

Transforming Gaming and Computer Simulation Technologies across Industries
Author: Dubbels, Brock
Publisher: IGI Global
Total Pages: 322
Release: 2016-11-23
Genre: Computers
ISBN: 1522518185

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In recent years, digital technologies have become more ubiquitous and integrated into everyday life. While once reserved mostly for personal uses, video games and similar innovations are now implemented across a variety of fields. Transforming Gaming and Computer Simulation Technologies across Industries is a pivotal reference source for the latest research on emerging simulation technologies and gaming innovations to enhance industry performance and dependency. Featuring extensive coverage across a range of relevant perspectives and topics, such as user research, player identification, and multi-user virtual environments, this book is ideally designed for engineers, professionals, practitioners, upper-level students, and academics seeking current research on gaming and computer simulation technologies across different industries.


SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES
Author: Marcin Wardaszko
Publisher: Akademia Leona Kozminskiego
Total Pages: 687
Release: 2019-08-30
Genre: Business & Economics
ISBN: 8366502015

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The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.


The Design and Use of Simulation Computer Games in Education

The Design and Use of Simulation Computer Games in Education
Author:
Publisher: BRILL
Total Pages: 312
Release: 2007-01-01
Genre: Education
ISBN: 908790312X

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"A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come." - James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University


The Guide to Computer Simulations and Games

The Guide to Computer Simulations and Games
Author: K. Becker
Publisher: John Wiley & Sons
Total Pages: 480
Release: 2011-11-30
Genre: Education
ISBN: 1118235592

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The first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you build or use all without having to earn another degree. Organized into three parts, this informative book first defines computer simulations and describes how they are different from live-action and paper-based simulations. The second section builds upon the previous, with coverage of the technical details of simulations, a detailed description of how models are built, and an explanation of how those models are translated into simulations. Finally, the last section develops four examples that walk you through the process from model to finished and functional simulation, all of which are created using freely available software and all of which can be downloaded. Targets anyone interested in learning about the inner workings of a simulation or game, but may not necessarily be a programmer or scientist Offers technical details on what simulations are and how they are built without overwhelming you with intricate jargon Breaks down simulation vs. modeling and traditional vs. computer simulations Examines verification and validation and discusses simulation tools Whether you need to learn how simulations work or it's something you've always been curious about but couldn't find the right resource, look no further. The Guide to Computer Simulations and Games is the ideal book for getting a solid understanding of this fascinating subject.


Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends

Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends
Author: Ferdig, Richard E.
Publisher: IGI Global
Total Pages: 389
Release: 2012-01-31
Genre: Computers
ISBN: 1466600306

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Gaming has long been a means for humans to share knowledge, learn new concepts, and escape the constraints of reality. Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business. Exploring psychological, social, and cultural implications of games and simulations, as well as policies related to their design and development, this reference aims to support the work of researchers in this growing field, as well as bridge the gap between theory and practice in the application of electronic games to everyday situations.


The Rise of Games and High-Performance Computing for Modeling and Simulation

The Rise of Games and High-Performance Computing for Modeling and Simulation
Author: National Research Council
Publisher: National Academies Press
Total Pages: 130
Release: 2010-04-15
Genre: Computers
ISBN: 0309147778

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The technical and cultural boundaries between modeling, simulation, and games are increasingly blurring, providing broader access to capabilities in modeling and simulation and further credibility to game-based applications. The purpose of this study is to provide a technical assessment of Modeling, Simulation, and Games (MS&G) research and development worldwide and to identify future applications of this technology and its potential impacts on government and society. Further, this study identifies feasible applications of gaming and simulation for military systems; associated vulnerabilities of, risks to, and impacts on critical defense capabilities; and other significant indicators and warnings that can help prevent or mitigate surprises related to technology applications by those with hostile intent. Finally, this book recommends priorities for future action by appropriate departments of the intelligence community, the Department of Defense research community, and other government entities. The Rise of Games and High Performance Computing for Modeling and Simulation will serve as a useful tutorial and reference document for this particular era in the evolution of MS&G. The book also highlights a number of rising capabilities facilitated by MS&G to watch for in the coming years.


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

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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.


Frontiers in Gaming Simulation

Frontiers in Gaming Simulation
Author: Sebastiaan A. Meijer
Publisher: Springer
Total Pages: 270
Release: 2014-01-28
Genre: Computers
ISBN: 3319049542

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This book constitutes the refereed post-conference proceedings of the 44th International Simulation and Gaming Association Conference, ISAGA 2013, and the IFIP WG 5.7 Workshop on Experimental Interactive Learning in Industrial Management, held in Stockholm, Sweden, in June 2013 The 30 revised full papers were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on frontiers in gaming simulation for education; frontiers in gaming simulation for design and experimentation; frontiers in gaming simulation for transportation and logistics; and professionalism and business in gaming simulation.


Gaming-simulation--rationale, Design, and Applications

Gaming-simulation--rationale, Design, and Applications
Author: Cathy S. Greenblat
Publisher: John Wiley & Sons
Total Pages: 470
Release: 1975
Genre: Social Science
ISBN:

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Textbook on the theoretics, design and applications of gaming-simulation in the social sciences - covers contemporary problems of learning and communication, simulation techniques and model-building, the use of simulation as a teaching method, decision making applications, etc. Bibliography pp. 420 to 431, diagrams, flow charts and references.


Beyond Gaming

Beyond Gaming
Author: Clifford Morgan
Publisher: Independently Published
Total Pages: 0
Release: 2023-08-04
Genre:
ISBN:

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As we navigate the shifting landscapes of the digital era, one innovation is guiding us beyond the known terrains: Virtual Reality. Traditionally associated solely with gaming, VR technology has pivoted to be at the forefront of transformation across numerous industries. In "Beyond Gaming: How Virtual Reality Is Transforming Industries", Clifford Morgan takes his readers on an immersive journey exploring how VR is not only altering but also enhancing diverse sectors. Drawing on his extensive background in software engineering and innovative technologies, Clifford scrutinizes the application of VR in arenas you could have never imagined. Unravel the ways in which VR is revolutionizing education, embodying a new era of immersive learning experiences. Explore how the technology is making significant strides in improving patient care in the healthcare sector. Step into virtual architectonics that streamline the designing and testing processes in architecture and construction sectors. And this is just the tip of the iceberg! This Special Report is an eye-opener for businesses across the spectrum looking to stay ahead of the curve in this fast-paced digital world. As we continue to encounter technological upheavals, staying conversant with pioneering trends is paramount. "Beyond Gaming: How Virtual Reality Is Transforming Industries" is more than just a report; it's your gateway to future-proofing your business. Don't miss out, grab your copy today and step confidently into the future!