This book presents the proceedings of the International Conference on Emerging Research in Computing, Information, Communication and Applications (ERCICA) 2023. The conference provides an interdisciplinary forum for researchers, professional engineers and scientists, educators and technologists to discuss, debate and promote research and technology in the upcoming areas of computing, information, communication and their applications. Some of the topics include the Internet of Things (IoT), wireless communications, image and video processing, parallel and distributed computing, and smart grid…mehr
This book presents the proceedings of the International Conference on Emerging Research in Computing, Information, Communication and Applications (ERCICA) 2023. The conference provides an interdisciplinary forum for researchers, professional engineers and scientists, educators and technologists to discuss, debate and promote research and technology in the upcoming areas of computing, information, communication and their applications. Some of the topics include the Internet of Things (IoT), wireless communications, image and video processing, parallel and distributed computing, and smart grid applications, among others. The book discusses these emerging research areas, providing a valuable resource for researchers and practicing engineers alike.
Prof. N. R. Shetty is Chancellor of Central University of Karnataka, Kalaburagi, and Chairman of the Review Commission for the State Private University Karnataka. He is currently serving as Advisor to the Nitte Meenakshi Institute of Technology (NMIT), Bangalore. He is also Founder Vice-President of the International Federation of Engineering Education Societies (IFEES), Washington DC, USA. He served as Vice Chancellor of Bangalore University for two terms and President of the ISTE, New Delhi three terms. He was also Member of the Executive Committee of the AICTE and Chairman of its South West Region Committee. N. H. Prasad is currently working as Professor and Head of the Department of Master of Computer Applications at Nitte Meenakshi Institute of Technology, Bengaluru. He completed his Ph.D. at Jawaharlal Nehru University, New Delhi, India. He has more than 18 years of experience in different roles in both public and private sector enterprises,including the Ministry of Human Resource and Development, New Delhi, Government of India. He has received the prestigious "Dr. Abdul Kalam Life Time Achievement Award" and also received a "Young Faculty" award at the 2nd Academic Brilliance Awards. Dr. N. Nalini is currently working as Professor at the Department of Computer Science and Engineering at Nitte Meenakshi Institute of Technology, Bangalore. She received her M.S. from BITS, Pilani, in 1999, and her Ph.D. from Visvesvaraya Technological University in 2007. She has more than 17 years of teaching and 10 years of research experience. She has several international publications to her credit and has received the "Bharath Jyothi Award" by Dr. Bhishma Narain Singh, Former Governor of Tamil Nadu and Assam, given out by the India International Friendship Society. She is Lifetime Member of the ISTE, CSI, ACEEE and IIFS.
Inhaltsangabe
Part I: Games of Life.- Games of Existence: The Digital Transformation of Fictionality.- "A Semiverse of Games.- The Game in the Context of Social Dramaturgy.- Culture and Life as Gameplay Experiences: Theological point of view.- The Social Function of Toy Models in Games of Science.- Constitutive Rules of Artificial Games and Natural Conventions of Ordinary Behavior.- Psychological Portrait of a Modern Young Gambler.- Identity strategies in the space of massively multiplayer online role-playing games (MMORPG).- Beginning of the Gaming Era, Parental Controls and Technical Acumen.- Modern Initiation Practices: Gaming Technologies Application.- The Recursive Paradigm And Semiotic Models Of Games in Third-order Technical Cybernetics.- Liability In The World Of Games: The Interaction Of Positive And Soft Law.- Part II: Cities and Societies, Organization and Cooperation.- Communications Using Gamification For The Implementation Of Urban Projects.- The Best City Left": City 17 in The Half Life 2 Game Universe and The Transformation of The City Image of The Future.- Issues of city management in the context of game theory.- Possibilities for Applications of Game Theory in Relation to Land Use.- Play and Labour - Some Conceptual Remarks on Gamification in the Context of Manual Work.- Gamification in the Personnel Management of a Self-Learning Organization.- Gamification in Industry: Simulation-Game Modeling of Production Processes.- Improving Gamification Technology in Corporate Training in the Legal Industry.- The Role Of Gamification In Human Resources Brand Development.- Part III: Edutainment and Gamification .- Compatibility of Edutainment and Traditional Methods in the University's Educational Environment.- The Immersive Approach and Gamification: New Forms of Educational Technologies through Games.- Edutainment as a New Educational Technology: A Comparative Analysis.- Gamification in Education: A Literature Review.- The Role of Game Practices in the Model University of the Future.- The Role of Game-Based Assessment for the Enhancement of Learning.- Game-based Assessment of 21st Century Skills: Communication And Creative Thinking in Foreign Language Education.- Gamification Techniques in Massive Open Online Courses: Challenges and Opportunities.- Improving Speaking And Listening Skills: An Educational Eco-system for Foreign Languages Teaching In Higher Education.- Digital Game-based Language Teaching in Russian University Settings: Beliefs and Constraints.- Teaching Gamification in a Virtual Learning Environment.
Part I: Games of Life.- Games of Existence: The Digital Transformation of Fictionality.- "A Semiverse of Games.- The Game in the Context of Social Dramaturgy.- Culture and Life as Gameplay Experiences: Theological point of view.- The Social Function of Toy Models in Games of Science.- Constitutive Rules of Artificial Games and Natural Conventions of Ordinary Behavior.- Psychological Portrait of a Modern Young Gambler.- Identity strategies in the space of massively multiplayer online role-playing games (MMORPG).- Beginning of the Gaming Era, Parental Controls and Technical Acumen.- Modern Initiation Practices: Gaming Technologies Application.- The Recursive Paradigm And Semiotic Models Of Games in Third-order Technical Cybernetics.- Liability In The World Of Games: The Interaction Of Positive And Soft Law.- Part II: Cities and Societies, Organization and Cooperation.- Communications Using Gamification For The Implementation Of Urban Projects.- The Best City Left": City 17 in The Half Life 2 Game Universe and The Transformation of The City Image of The Future.- Issues of city management in the context of game theory.- Possibilities for Applications of Game Theory in Relation to Land Use.- Play and Labour - Some Conceptual Remarks on Gamification in the Context of Manual Work.- Gamification in the Personnel Management of a Self-Learning Organization.- Gamification in Industry: Simulation-Game Modeling of Production Processes.- Improving Gamification Technology in Corporate Training in the Legal Industry.- The Role Of Gamification In Human Resources Brand Development.- Part III: Edutainment and Gamification .- Compatibility of Edutainment and Traditional Methods in the University’s Educational Environment.- The Immersive Approach and Gamification: New Forms of Educational Technologies through Games.- Edutainment as a New Educational Technology: A Comparative Analysis.- Gamification in Education: A Literature Review.- The Role of Game Practices in the Model University of the Future.- The Role of Game-Based Assessment for the Enhancement of Learning.- Game-based Assessment of 21st Century Skills: Communication And Creative Thinking in Foreign Language Education.- Gamification Techniques in Massive Open Online Courses: Challenges and Opportunities.- Improving Speaking And Listening Skills: An Educational Eco-system for Foreign Languages Teaching In Higher Education.- Digital Game-based Language Teaching in Russian University Settings: Beliefs and Constraints.- Teaching Gamification in a Virtual Learning Environment.
Part I: Games of Life.- Games of Existence: The Digital Transformation of Fictionality.- "A Semiverse of Games.- The Game in the Context of Social Dramaturgy.- Culture and Life as Gameplay Experiences: Theological point of view.- The Social Function of Toy Models in Games of Science.- Constitutive Rules of Artificial Games and Natural Conventions of Ordinary Behavior.- Psychological Portrait of a Modern Young Gambler.- Identity strategies in the space of massively multiplayer online role-playing games (MMORPG).- Beginning of the Gaming Era, Parental Controls and Technical Acumen.- Modern Initiation Practices: Gaming Technologies Application.- The Recursive Paradigm And Semiotic Models Of Games in Third-order Technical Cybernetics.- Liability In The World Of Games: The Interaction Of Positive And Soft Law.- Part II: Cities and Societies, Organization and Cooperation.- Communications Using Gamification For The Implementation Of Urban Projects.- The Best City Left": City 17 in The Half Life 2 Game Universe and The Transformation of The City Image of The Future.- Issues of city management in the context of game theory.- Possibilities for Applications of Game Theory in Relation to Land Use.- Play and Labour - Some Conceptual Remarks on Gamification in the Context of Manual Work.- Gamification in the Personnel Management of a Self-Learning Organization.- Gamification in Industry: Simulation-Game Modeling of Production Processes.- Improving Gamification Technology in Corporate Training in the Legal Industry.- The Role Of Gamification In Human Resources Brand Development.- Part III: Edutainment and Gamification .- Compatibility of Edutainment and Traditional Methods in the University's Educational Environment.- The Immersive Approach and Gamification: New Forms of Educational Technologies through Games.- Edutainment as a New Educational Technology: A Comparative Analysis.- Gamification in Education: A Literature Review.- The Role of Game Practices in the Model University of the Future.- The Role of Game-Based Assessment for the Enhancement of Learning.- Game-based Assessment of 21st Century Skills: Communication And Creative Thinking in Foreign Language Education.- Gamification Techniques in Massive Open Online Courses: Challenges and Opportunities.- Improving Speaking And Listening Skills: An Educational Eco-system for Foreign Languages Teaching In Higher Education.- Digital Game-based Language Teaching in Russian University Settings: Beliefs and Constraints.- Teaching Gamification in a Virtual Learning Environment.
Part I: Games of Life.- Games of Existence: The Digital Transformation of Fictionality.- "A Semiverse of Games.- The Game in the Context of Social Dramaturgy.- Culture and Life as Gameplay Experiences: Theological point of view.- The Social Function of Toy Models in Games of Science.- Constitutive Rules of Artificial Games and Natural Conventions of Ordinary Behavior.- Psychological Portrait of a Modern Young Gambler.- Identity strategies in the space of massively multiplayer online role-playing games (MMORPG).- Beginning of the Gaming Era, Parental Controls and Technical Acumen.- Modern Initiation Practices: Gaming Technologies Application.- The Recursive Paradigm And Semiotic Models Of Games in Third-order Technical Cybernetics.- Liability In The World Of Games: The Interaction Of Positive And Soft Law.- Part II: Cities and Societies, Organization and Cooperation.- Communications Using Gamification For The Implementation Of Urban Projects.- The Best City Left": City 17 in The Half Life 2 Game Universe and The Transformation of The City Image of The Future.- Issues of city management in the context of game theory.- Possibilities for Applications of Game Theory in Relation to Land Use.- Play and Labour - Some Conceptual Remarks on Gamification in the Context of Manual Work.- Gamification in the Personnel Management of a Self-Learning Organization.- Gamification in Industry: Simulation-Game Modeling of Production Processes.- Improving Gamification Technology in Corporate Training in the Legal Industry.- The Role Of Gamification In Human Resources Brand Development.- Part III: Edutainment and Gamification .- Compatibility of Edutainment and Traditional Methods in the University’s Educational Environment.- The Immersive Approach and Gamification: New Forms of Educational Technologies through Games.- Edutainment as a New Educational Technology: A Comparative Analysis.- Gamification in Education: A Literature Review.- The Role of Game Practices in the Model University of the Future.- The Role of Game-Based Assessment for the Enhancement of Learning.- Game-based Assessment of 21st Century Skills: Communication And Creative Thinking in Foreign Language Education.- Gamification Techniques in Massive Open Online Courses: Challenges and Opportunities.- Improving Speaking And Listening Skills: An Educational Eco-system for Foreign Languages Teaching In Higher Education.- Digital Game-based Language Teaching in Russian University Settings: Beliefs and Constraints.- Teaching Gamification in a Virtual Learning Environment.
Es gelten unsere Allgemeinen Geschäftsbedingungen: www.buecher.de/agb
Impressum
www.buecher.de ist ein Internetauftritt der buecher.de internetstores GmbH
Geschäftsführung: Monica Sawhney | Roland Kölbl | Günter Hilger
Sitz der Gesellschaft: Batheyer Straße 115 - 117, 58099 Hagen
Postanschrift: Bürgermeister-Wegele-Str. 12, 86167 Augsburg
Amtsgericht Hagen HRB 13257
Steuernummer: 321/5800/1497