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future. This book will be useful for learning advanced aspects of technology in computer gaming.;
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future. This book will be useful for learning advanced aspects of technology in computer gaming.;
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history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this;
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Documents research on the impact of computer games on the learning of adults. Computer games and learning are characterized from a series;
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reference source for programmers, technical directors and animators in computer animation, computer games and special effects and also undergraduate;
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in games. While human-computer interaction may have emerged from within computing, significant contributions have come from a variety of fields;
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Once, human-computer interaction was limited to a privileged few. Today, our contact with computing technology is pervasive, ubiquitous;
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than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate;
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A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a;
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ever-growing need of advanced technology is the reason that has fueled the development in the field of computer games in recent times. This;
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different frame-of-mind to look at the learning experience offered by such innovative technology-enhanced learning experiences. Educational computer;
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digital epistemic games and exploring the educational possibilities of computer games.;
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computer games can be put to good use for mathematics educational purposes for young teenagers. The authors believe that computer games can be used;
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of technology and development of computer games and the recent researches in this field. It strives to provide a fair idea about this discipline and to;
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Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however;
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Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as;
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A hands-on guide to playing all your favourite computer games. Included with the tips are lots of facts about the digital gaming industry;
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More than 4,200 entries with expanded coverage of seismology, angle-building technology, horizontal drilling and well completion, and;
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Although the history of computer-aided face recognition stretches back to the 1960s, automatic face recognition remains an unsolved problem;
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This book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new;
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learn new technology.;
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manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook;
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special training applications as well as guidance on numerous topics such as: technology, literacy, lesson plans, games and negotiating.;
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organized in topical sections named: learning games and visualization; virtual reality and applications; 3D graphics technology, multimedia;
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people from 9 to 16 years old engage in internet. This book discusses computer games as well as the effect the internet and video games have on;
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environments include online instructional presentations, interactive lessons, e-courses, simulation Games, virtual reality, and computer-supported;
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The rapidly growing field of computational social choice, at the intersection of computer science and economics, deals with the;
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