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Novepernove : Sudoku : segreti e strategie di gioco = Novepernove : Sudoku : game secrets and strategies

The game of Sudoku has exploded in the Western world since 2005 and has since continued to expand, to gather new followers, to proliferate specialized magazines on newsstands and dedicated sites on the Internet. Sudoku success shows no signs of slowing down. All the major newspapers offer daily some patterns to be solved; associations and federations were born; local tournaments, various national championships and even an annual world championship are organized; the proposals for variants of the classic Sudoku multiply; many university professors have launched graduate theses on the subject; various software products have been written on PCs, on dedicated hardware and on the main interactive game consoles.

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Multimodal Texts in Disciplinary Education : A Comprehensive Framework

This book provides an introduction to multimodality and the role of multimodal texts in today’s education. Presenting a comprehensive framework for analysing and working with multimodal texts in disciplinary education, it serves as a tool for researchers and teachers alike. The second part of the book focuses on sample analyses of a variety of educational texts for different age groups and from different disciplines, including games and online resources. The authors also comment on the specific challenges of each text, and how teachers can discuss such texts with their students to enhance both their understanding of the content and their multimodal literacy.

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Motion in Games ; 1st International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008. Revised Papers

This book constitutes the thoroughly refereed post-workshop proceedings of the First International Workshop on Motion in Games, held in Utrecht, The Netherlands, during June 14-17, 2008, in collaboration with the NLGD Festival of Games.The 24 revised papers presented during the workshop cover topics on crowd simulation; virtual humans; motion synthesis; interfaces; navigation and steering; and facial and behavioral animation.

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Models in Cooperative Game Theory : Crisp, Fuzzy, and Multi-Choice Games

This book investigates the classical model of cooperative games with transfer­ able utility (TU-games) and models in which the players have the possibility to cooperate partially, namely fuzzy and multichoice games. In a crisp game the agents are either fully involved or not involved at all in cooperation with some other agents, while in a fuzzy game players are allowed to cooperate with infinitely many different participation levels, varying from non-cooperation to full cooperation. A multichoice game describes an intermediate case in which each player may have a fixed number of activity levels. Part I of the book is devoted to the most developed model in the theory of cooperative games, that of a classical TU-game with crisp coalitions, which we refer to as crisp game along the book. It presents basic notions, solutions concepts and classes of cooperative crisp games in such a way that allows the reader to use this part as a reference toolbox when studying the corresponding concepts from the theory of fuzzy games (Part II) and from the theory of multichoice games (Part III).

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Models in Cooperative Game Theory

Cooperative game theory is a booming research area with many new developments in the last few years. So, our main purpose when prep- ing the second edition was to incorporate as much of these new dev- opments as possible without changing the structure of the book. First, this o?ered us the opportunity to enhance and expand the treatment of traditional cooperative games, called here crisp games, and, especially, that of multi-choice games, in the idea to make the three parts of the monograph more balanced. Second, we have used the opportunity of a second edition to update and enlarge the list of references regarding the three models of cooperative games. Finally, we have benefited from this opportunity by removing typos and a few less important results from the ?rst edition of the book, and by slightly polishing the English style and the punctuation, for the sake of consistency along the monograph.

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Modeling and Retrieval of Context ; 2nd International Workshop, MRC 2005, Edinburgh, UK, July 31-August 1, 2005, Revised Selected Papers

Computing in context has become a necessity in modern and intelligent IT - plications. With the use of mobile devices and current research on ubiquitous computing, context-awareness has become a major issue. However, context and context-awareness are crucial not only for mobile and ubiquitous computing. They are also vital for spanning various application areas, such as collaborative softwareand Web engineering,personaldigital assistantsand peer-to-peer inf- mation sharing, health care work?ow and patient control, and adaptive games and e-learning solutions. In these areas, context serves as a major source for reasoning, decision making, and adaptation, as it covers not only application knowledge but also environmental knowledge.Likewise, modeling and retrieving context is an important part of modern knowledge management processes.

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Mobile 3D Graphics

Historically, not enough was understood about how to deliver a high quality playing experience on handheld, small screen, small memory devices, plus there has been considerable confusion about the hardware’s abilities and restrictions. By addressing these issues this book provides: • A comprehensive explanation of 3D mobile graphics programming • Includes an extensive range of code samples in both C and Java • Combines 3D and 2D mobile graphics methods • Covers recent advances in mobile computer graphics techniques and applications. The book teaches fundamental 3D mobile graphics programming with standard APIs, and covers the basic and advanced application programme interfaces behind the major wireless and mobile devices supporting 3D graphics applications. Advanced undergraduates and postgraduates, as well as mobile application and games developers, will find this an excellent reference source.

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Introduction to the Theory of Cooperative Games

This book systematically presents the main solutions of cooperative games: the core, bargaining set, kernel, nucleolus, and the Shapley value of TU games, and the core, the Shapley value, and the ordinal bargaining set of NTU games. To each solution the authors devote a separate chapter wherein they study its properties in full detail. Moreover, important variants are defined or even intensively analyzed. The authors also investigate in separate chapters continuity, dynamics, and geometric properties of solutions of TU games. The study culminates in uniform and coherent axiomatizations of all the foregoing solutions (excluding the bargaining set). Such axiomatizations have not appeared in any book. Moreover, the book contains a detailed analysis of the main results on cooperative games without side payments. Such analysis is very limited or non-existent in other books on game theory.

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Internet and network economics ; 4th International Workshop, WINE 2008, Shanghai, China, December 17-20, 2008. Proceedings

This book constitutes the refereed proceedings of the 4th International Workshop on Internet and Network Economics, WINE 2008, held in Shanghai, China, in December 2008.The 68 revised full papers presented together with 10 invited talks were carefully reviewed and selected from 126 submissions. The papers are organized in topical sections on market equilibrium, congestion games, information markets, nash equilibrium, network games, solution concepts, algorithms and optimization, mechanism design, equilibrium, online advertisement, sponsored search auctions, and voting problems.

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Intelligent Virtual Agents ; Vol.4133 ; 6th International Conference, IVA 2006, Marina Del Rey, CA; USA, August 21-23, 2006, Proceedings

This volume contains the proceedings of the 6th International Conference on Intelligent Virtual Agents, IVA 2006, held in Marina del Rey, California, USA from August 21–23.For the second year in a row,IVA also hosted the Gathering of Animated Lifelike Agents (GALA 2006), an annual festival to showcase the latest animated lifelike agents created by university students and academic or industrial research groups. IVA 2006 received 73 submissions from Europe, the AmericasandAsia.Thepaperspublishedherearethe24fullpapersand11short papers presented at the conference, as well as one-page descriptions of posters and the featured invited talks by Brian Parkinson of Oxford University, Rod Humble of Electronic Arts, and Michael Mateas of the University of California, Santa Cruz and Andrew Stern of Procedural Arts.

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Intelligent Virtual Agents ; 8th International Conference, IVA 2008, Tokyo, Japan, September 1-3, 2008. Proceedings

This book constitutes the refereed proceedings of the 8th International Workshop on Intelligent Virtual Agents, IVA 2008, held in Tokyo, Japan, in September 2008.The 18 revised full papers and 28 revised short papers presented together 42 poster papers were carefully reviewed and selected from 99 submissions. The papers are organized in topical sections on motion and empathy; narrative and augmented reality; conversation and negotiation; nonverbal behavior; models of culture and personality; markup and representation languages; architectures for robotic agents; cognitive architectures; agents for healthcare and training; and agents in games, museums and virtual worlds.

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Intelligent tutoring systems ; 9th International Conference, ITS 2008, Montreal, Canada, June 23-27, 2008 Proceedings

This book constitutes the refereed proceedings of the 9th International Conference on Intelligent Tutoring Systems, ITS 2008, held in Montreal, Canada, in June 2008.The 63 revised full papers and 61 poster papers presented together with abstracts of 5 keynote talks were carefully reviewed and selected from 207 submissions. The papers are organized in topical sections on emotion and affect, tutor evaluation, student modeling, machine learning, authoring tools , tutor feedback and intervention, data mining, e-learning and Web-based ITS, natural language techniques and dialogue, narrative tutors and games, semantic Web and ontology, cognitive models, and collaboration.

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Intelligent technologies for interactive entertainment ; 1st International Conference, INTETAIN 2005, Madonna di Campaglio, Italy, November 30 - December 2, 2005, Proceedings

Constitutes the proceedings of the First International Conference on Intelligent Technologies for Interactive Entertainment, 2005 held in Madonna di Campiglio, Italy. The papers included in this title cover topics such as intelligent interactive games, intelligent music, interactive cinema, edutainment, interactive art, and interactive real TV.

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Information, Interaction, and Agency

Agents perform actions based on the available information and in the presence of other interacting agents. From this perspective Information, Interaction, and Agency neatly ties together classical themes like rationality, decision-making and belief revision with games, strategies and learning in a multi-agent setting.Unified by the central notions Information, Interaction, and Agency, the essays in this volume provide refreshing methodological perspectives on belief revision, dynamic epistemic logic, von Neumann games, and evolutionary game theory; all of which in turn are central approaches to understanding our own rationality and that of other agents.

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Index and Stability in Bimatrix Games : A Geometric-Combinatorial Approach

The contribution of this thesis can be divided into two parts. The first part concerns methods and techniques. By introducing a new geometriccombinatorial construction for bimatrix games, this thesis gives a new, intuitive re-interpretation of the index. This re-interpretation is to a large extent self-contained and does not require a background in algebraic topology. The second part of this thesis concerns the relationship between the index and strategic properties. In this context, the thesis provides two new results, both of which are obtained by means of the new construction and are explained in further detail below. The first result shows that, in non-degenerate bimatrix games, the index can fully be described by a simple strategic property.

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Image-Based Rendering

Image-based rendering (IBR) refers to a collection of techniques and representations that allows 3D scenes and objects to be visualized in a realistic way without full 3D model reconstruction. The potential for photorealistic visualization has tremendous appeal, especially for applications such as video games, virtual travel, and E-commerce, which stand to greatly benefit from this technology.

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Il Parlagioco : Uno strumento per comunicare attraverso il gioco = he Parlagioco: A tool for communicating through play

Il Parlagioco nasce da un'esperienza riabilitativa con un bambino autistico, il cui linguaggio aveva bisogno di regole comunicative. Per questo è stato creato un gioco di carte per realizzare uno scambio interattivo attraverso il desiderio di comunicare giocando. Il Parlagioco è servito anche a ridurre l'iperselettività tipica dell'autismo, orientando l'attenzione del bambino verso gli elementi esaustivi, ignorando i dettagli insignificanti allo scopo di cogliere i nessi di un insieme necessari a una comprensione globale. Da questa esperienza il Parlagioco è stato ulteriormente sviluppato per promuovere la pragmatica della comunicazione e le regole del linguaggio in ambito clinico. La sua applicazione nei disturbi specifici del linguaggio permette di ampliare il lessico, la comprensione di nuovi vocaboli e la produzione di richieste. Quando il disturbo del linguaggio è invece associato a ritardo mentale nelle malattie genetiche o neurologiche, esso consente delle facilitazioni nel proporre compiti specifici di riabilitazione linguistica. La presentazione grafica allettante e la proposta ludica fannno si' che esso sia facilmente applicabile anche in ambito scolastico e familiare.

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High performance computing - HiPC 2004 ; 11th International Conference, Bangalore, India, December 19-22, 2004, Proceedings

Keynote Addresses.- Rethinking Computer Architecture Research.- Event Servers for Crisis Management.- DIET: Building Problem Solving Environments for the Grid.- The Future Evolution of High-Performance Microprocessors.- Low Power Robust Computing.- Networks and Games.- Plenary Session - Best Papers.- An Incentive Driven Lookup Protocol for Chord-Based Peer-to-Peer (P2P) Networks.- A Novel Battery Aware MAC Protocol for Ad Hoc Wireless Networks, and other

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HCI in games : Experience design and game mechanics ; Third International Conference, HCI-Games 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part I

This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually.The total of 1276 papers and 241 poster papers included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The regular papers of DAPI 2021, Distributed, Ambient and Pervasive Interactions, are organized in topical sections named: Experience Design in Games; User Engagement and Game Impact; Game Mechanics.

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Haptic and Audio Interaction Design ; 2nd International Workshop, HAID 2007 Seoul, Korea, November 29-30, 2007 Proceedings

This book constitutes the refereed proceedings of the Second International Workshop on Haptic and Audio Interaction Design, HAID 2007 held in Seoul, South Korea, in November 2007. The papers are organized in topical sections on tactile displays, communication and games, accessibility and navigation, as well as design.

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