Creative applications of artificial intelligence in education
Explores the synergy between AI and education, highlighting its potential impact on pedagogical practices. It navigates the evolving landscape of AI-powered educational technologies and suggests practical ways to personalise instruction, nurture human-AI co-creativity, and transform the learning experience. Spanning from primary to higher education, this short and engaging volume proposes concrete examples of how educational stakeholders can be empowered in their AI literacy to foster creativity, inspire critical thinking, and promote problem-solving by embracing AI as a tool for expansive learning. Structured in three parts, the book starts developing the creative engagement perspective for learning and teaching to then present practical applications of AI in K-12 and higher education, covering different fields (teacher education, professional education, business education) as well as different types of AI supported tools (games, chatbots, and AI assisted assessment).
Creating New Learning Experiences on a Global Scale ; 2nd European Conference on Technology Enhanced Learning, EC-TEL 2007, Crete, Greece, September 17-20, 2007, Proceedings
It is holding more than 500 pages of combined wisdom on Technology Enhanced Learning (TEL) in your hands! With the advance of metadata, standards, learning objects, Web 2. 0 approaches to rip, mix and burn learning, wikis, blogs, syndication, user-generated content, W- based video, games and the ubiquitous availability of computing devices we can and have to offer more flexible learning services on a global scale.It provided a unique forum for all research related to technology enhanced learning, including its interactions with knowledge management, business processes and work environments.
Creating Mobile Games : Using Java™ ME Platform to Put the Fun into Your Mobile Device and Cell Phone
Creating Mobile Games: shows you how to create a basic game and make it a professional one (by adding a pro look-and-feel by writing your own menus or using the open source J2ME Polish, and enabling marketing/billing from your own web site). Demonstrates Wireless Messaging and other optional APIs (using SMS, PIM, File Connection, Bluetooth, and so forth in a multiplayer game).
Cost and Revenue Overruns of the Olympic Games 2000–2018
In this book evaluated the development of expenditure and revenues of the organizing committees to operate the event, and the investment of taxpayers’ money for Olympic venues (non‐OCOG budget). The study is based on data collected worldwide and is currently the most advanced study on cost and revenue changes of Olympic Games.
Cooperative stochastic differential games
Numerical Optimization presents a comprehensive and up-to-date description of the most effective methods in continuous optimization. It responds to the growing interest in optimization in engineering, science, and business by focusing on the methods that are best suited to practical problems. There are new chapters on nonlinear interior methods and derivative-free methods for optimization, both of which are used widely in practice and the focus of much current research. Because of the emphasis on practical methods, as well as the extensive illustrations and exercises.
Control of Spatially Structured Random Processes and Random Fields with Applications
This book is devoted to the study and optimization of spatiotemporal stochastic processes, that is, processes which develop simultaneously in space and time under random influences. These processes are seen to occur almost everywhere when studying the global behavior of complex systems.Classical stochastic dynamic optimization forms the framework of the book. Taken as a whole, the project undertaken in the book is to establish optimality or near-optimality for Markovian policies in the control of spatiotemporal Markovian processes. The authors apply this general principle to different frameworks of Markovian systems and processes. Depending on the structure of the systems and the surroundings of the model classes the authors arrive at different levels of simplicity for the policy classes which encompass optimal or nearly optimal policies. A set of examples accompanies the theoretical findings, and these examples should demonstrate some important application areas for the theorems discussed.
Computers and Games ; 6th International Conference, CG 2008, Beijing, China, September 29 - October 1, 2008. Proceedings
This book constitutes the refereed proceedings of the 6th International Conference on Computers and Games, CG 2008, held in Beijing, China, in September/October 2008 co-located with the 13th Computer Olympiad and the 16th World Computer-Chess Championship.
Computers and Games ; 5th International Conference, CG 2006, Turin, Italy, May 29-31, 2006, Revised Papers
This book covers all aspects of artificial intelligence in computer-game playing. Topics addressed are evaluation and learning, search, combinatorial games and theory opening and endgame databases, single-agent search and planning, and computer Go.
Computers and Games ; 4th International Conference, CG 2004, Ramat-Gan, Israel, July 5-7, 2004. Revised Papers
This book constitutes the thoroughly refereed post-proceedings of the 4th International Conference on Computers and Games, CG 2004, held in July 2004. Topics addressed include evaluation and learning, search, single-agent search and planning, and computer Go.
Computer Science Logic ; 21 International Workshop, CSL 2007, 16th Annual Conference of the EACSL, Lausanne, Switzerland, September 11-15, 2007, Proceedings
This book covers logic and games, expressiveness, games and trees, logic and deduction, lambda calculus, finite model theory, linear logic, proof theory, and game semantics.
Computational Thinking Education
This book is under a CC BY 4.0 license. This book offers a comprehensive guide, covering every important aspect of computational thinking education. It provides an in-depth discussion of computational thinking, including the notion of perceiving computational thinking practices as ways of mapping models from the abstraction of data and process structures to natural phenomena. Further, it explores how computational thinking education is implemented in different regions, and how computational thinking is being integrated into subject learning in K-12 education. In closing, it discusses computational thinking from the perspective of STEM education, the use of video games to teach computational thinking, and how computational thinking is helping to transform the quality of the workforce in the textile and apparel industry.
Mathematical Foundations of Computer Science 2005 ; 30th International Symposium, MFCS 2005, Gdansk, Poland, August29-September 2. 2005, Proceedings
Constitutes the proceedings of the 30th International Symposium on Mathematical Foundations of Computer Science, MFCS 2005, held in Gdansk, Poland in August/September 2005. The 62 papers address various aspects in theoretical computer science, ranging from quantum computing, approximation, automata, circuits, scheduling, games, and more.
Markets, Games, and Strategic Behavior : An Introduction to Experimental Economics
This is the perfect book for any undergraduate course in experimental economics or behavioral game theory. New material on topics such as matching, belief elicitation, repeated games, prospect theory, probabilistic choice, macro experiments, and statistical analysis Participatory experiments that connect behavioral theory and laboratory research Largely self-contained chapters that can each be covered in a single class Guidance for instructors on setting up classroom experiments, with either hand-run procedures or free online software End-of-chapter problems, including some conceptual-design questions, with hints or partial solutions provided
Los Angeles and the Summer Olympic Games : Planning Legacies
This book describes the three planning approaches and legacy impacts for the Olympic Games in one locale: the city of Los Angeles, USA.
Logic, Thought and Action
Contribute to our understanding of this dynamic process by clearly presenting and discussing the most important hypotheses, issues and theories in philosophical and logical study of language, thought and action. Among the fundamental issues discussed are the rationality and freedom of agents, theoretical and practical reasoning, individual and collective attitudes and actions, the nature of cooperation and communication, the construction and conditions of adequacy of scientific theories, propositional contents and their truth conditions, illocutionary force, time, aspect and presupposition in meaning, speech acts within dialogue, the dialogical approach to logic and the structure of dialogues and other language games, as well as formal methods needed in logic or artificial intelligence to account for choice, paradoxes, uncertainty and imprecision.
Learning Design : A Handbook on Modelling and Delivering Networked Education and Training
Put together contributions from members of the "Valkenburg Group", consisting of 33 experts deeply involved in e-learning and more specifically learning design. The result is a rich and lasting source of information for both e-learning course and tool developers, providing information about the specification itself, how to implement it in practice, what tools to use, and what pitfalls to avoid. The book not only reports first experiences, but also goes beyond the current state of the art by looking at future prospects and emerging applications.
Computable Models of the Law : Languages, Dialogues, Games, Ontologies
This book originate from a workshop held at the European University Institute of Florence, Italy, in December 2006. The workshop was devoted to the discussion of the different ways of understanding and explaining contemporary law, for the purpose of building computable models of it -- especially models enabling the development of computer applications for the legal domain.
Changing Television Environments ; 6th European Conference, EUROITV 2008, Salzburg, Austria, July 3-4, 2008 Proceedings
This book constitutes the refereed proceedings of the 6th European Conference on Interactive Television, EuroITV 2008, held in Salzburg, Austria, in July 2008.
Chance : The life of games and the game of life
With its many easy-to-follow mathematical examples, this book takes the reader on an almost chronological trip through the fascinating and amazing laws of chance, omnipresent in the natural world and in our daily lives. Along the route many fascinating topics are discussed, such as: challenging probability paradoxes; "paranormal" coincidences; game odds; causes and effects; interpretation of opinion polls; winning chances as a game proceeds; the nature of randomness; entropy and randomness; randomness in life; algorithmic complexity and the undecidability of randomness; possibilities and limitations of learning the laws of a Universe immersed in chance events. This charming book will inform and entertain the scientist and non-scientist alike.
Building XNA 2.0 Games : A Practical Guide for Independent Game Development
Building XNA 2.0 Games: A Practical Guide for Independent Game Development is written by James Silva, who recently won the prestigious Microsoft Dream Build Play game competition with his award–winning game, The Dishwasher: Dead Samurai. Building XNA 2.0 Games: A Practical Guide for Independent Game Development is an in–depth and exclusive look into the entire XNA game development process and includes the creation of a software game masterpiece. James Silva guides you through the process he took to build his award–winning title, from concept to reality. He reveals tips and techniques for creating a polished, high–quality game with very few resources, while bridging the gap between coding and art.



















