الصفحة 2
الصفحة 2
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Formal Modeling and Analysis of Timed Systems ; Vol. 3829 ; 3rd International Conference, FORMATS 2005, Uppsala, Sweden, September 26-28, 2005, Proceedings

This book constitutes the thoroughly refereed post-proceedings of the Third International Conference on Formal Modeling and Analysis of Timed Systems, FORMATS 2005, held in Uppsala, Sweden in September 2005 in conjunction with ARTIST2 summer school on Component Modelling, Testing and Verification, and Static analysis of embedded systems. The 19 revised full papers presented together with the abstracts of 3 invited talks were carefully selected from 43 submissions. The papers cover work on semantics and modeling of timed systems, formalisms for modeling and verification including timed automata, hybrid automata, and timed petri nets, games for verification and synthesis, model-checking, case studies and issues related to implementation, security and performance analysis.

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Formal Modeling and Analysis of Timed Systems ; 6th International Conference, FORMATS 2008, Saint Malo, France, September 15-17, 2008. Proceedings

This book constitutes the refereed proceedings of the 6th International Conference on Formal Modeling and Analysis of Timed Systems, FORMATS 2008, held in Saint Malo, France, September 2008.The 17 revised full papers presented together with 3 invited talks were carefully reviewed and selected from 37 submissions. The papers are organized in topical sections on extensions of timed automata and semantics; timed games and logic; case studies; model-checking of probabilistic systems; verification and test; timed petri nets.

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Entertainment computing – ICEC 2007 ; 6th International Conference, Shanghai, China, September 15-17, 2007, Proceedings

This book are organized in topical sections on augmented, virtual and mixed reality, computer games, image processing, mesh and modeling, digital storytelling and interactive systems, sound, music and creative environments, video processing, rendering, computer animation and networks, game based interfaces, as well as robots and cyber pets.

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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).

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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.

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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).

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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Beginning Python : From novice to professional

Ten different projects illustrate the concepts introduced in the book. You will learn how to create a P2P file-sharing application and a web-based bulletin board, and how to remotely edit web-based documents and create games. Author Magnus Lie Hetland is an authority on Python and previously authored Practical Python. He also authored the popular online guide, Instant Python Hacking, on which both books are base

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Beginning PyQt : A hands-on approach to GUI programming with PyQt6

Learn GUI application development from the ground up by building simple projects that teach the fundamentals of using PyQt6. This 2nd edition includes updated code, programs, and new chapters to get you started using the newest version. Taking a practical approach, each chapter will gradually teach more advanced and diverse concepts to aid you in designing and customizing interesting and professional applications. Using this knowledge, you’ll be able to build a photo editor, games, a text editor, a working web browser, and an assortment of other GUIs. In the end, this book will guide you through the process of creating UIs to help you bring your own ideas to life. Find out what you need to begin making your own applications with PyQt! You will: Develop cross-platform UIs with PyQt and Python / Use PyQt’s many widgets and apply them by building real applications / Build larger applications through a step-by-step approach and break the code into smaller chunks for deeper understanding / Work with more complex applications in PyQt, covering SQL databases, multithreading, web browsers, and more / Create modern-looking UIs with Qt Quick and QtQml using the latest version of PyQt

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Beginning J2ME : From novice to professional

Have you thought about building games for your cell phone or other wireless devices? Whether you are a first–time wireless Java developer, or an experienced professional Beginning J2ME, Third Edition brings exciting wireless and mobile Java application development right to your door! This book will empower you with numerous topics: sound HTTPS support, user interface API enhancements, sound/music API, a Game API, 3D graphics, and Bluetooth. Further, this book is easy to read and includes many practical, hands–on, and ready–to–use code examples. You will not be disappointed.

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Beginning Game Development with Python and Pygame : From novice to professional

Beginning Game Development with Python and Pygame is written with the budding game developer in mind, introducing games development through the Python programming language and the popular Pygame games development library. You'll be privy to insights that will not only help you to exploit Pygame to its maximum potential, but also make you a more creative and knowledgeable games developer all round.

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Beginning game development with Godot : Learn to create and publish your first 2D platform game

Learn the fundamentals of Godot by diving headfirst into creating a 2D platformer from scratch. This book is a hands-on, practical guide to developing 2D games using the Godot Engine 3.2.3/3.3, with the help of GDScript. You will: Understand the Godot engine and the benefits of using it for game development Master the fundamentals of programming in GDScript Use the Godot graphical interface to design and animate players, the game world, menus, and various games scenes Create your first 2D game in Godot and publish it to various platforms

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