Showing results for "nicholas lambert"
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Understanding Cyber Conflict
Fourteen Analogies
2017
EN
Cyber weapons and the possibility of cyber conflict—including interference in foreign political campaigns, industrial sabotage, attacks on infrastructure, and combined military campaigns—require policymakers, scholars, and citizens to rethink twenty-first-century warfare. Yet because cyber capabilities are so new and continually developing, there is little agreement about how they will be deployed, how effective they can be, and how they can be managed.Written by leading scholars, ...
Technology, Innovation, Entrepreneurship and Education
4th EAI International Conference, TIE 2023, Cambridge, UK, September 27-28, 2023, Proceedings
2024
EN
This book constitutes the refereed proceedings of the 4th International Conference on Technology, Innovation, Entrepreneurship and Education, TIE 2023, held in Cambridge, UK, in September 2023.The 17 full papers were carefully selected from 44 submissions and cover four areas: international school projects; technology in education; technology for content creation and future content delivery.
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Mobile Technology for Children
Designing for Interaction and Learning
2009
EN
Accessible
Children are one of the largest new user groups of mobile technology -- from phones to micro-laptops to electronic toys. These products are both lauded and criticized, especially when it comes to their role in education and learning. The need has never been greater to understand how these technologies are being designed and to evaluate their impact worldwide. Mobile Technology for Children brings together contributions from leaders in industry, non-profit organizations, and academia to off...
Practical AI Strategies 2
The Critical Guide to GenAI in Education
2026
EN
In the two years since the publication of Practical AI Strategies, generative AI has changed beyond recognition. Chatbots still dominate everyday use, but the industry has moved on to agents and complex systems with AI at the centre.Our questions have changed, too. It is no longer about which tool to use or how to write a better prompt. It is about hallucinations and bias, environmental cost and deepfakes, the human labour hidden behind AI systems, and how to redesign asse...
2012
EN
Serious games are being developed at an exponential rate and have applications in management, education, defense, scientific research, health care, and emergency planning. In order to maximize the potential and profit of serious games, organizations, researchers, and developers must understand the opportunities and challenges presented by this new tool in all of its domains of application. The Handbook of Research on Serious Games as Educational, Business and Research Tools collects resear...
2014
EN
Information Communication Technologies (ICT) have become an increasingly prevalent part of everyday life. Today, there are many cases in which ICT assist the elderly and people with disabilities to complete tasks once thought impossible. Enhancing the Human Experience through Assistive Technologies and E-Accessibility discusses trends in ICT in relation to assistive technologies and their impact on everyday tasks for those with disabilities. This reference work provides different perspecti...
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- Computer Science (R0)
2015
EN
This edited book discusses the exciting field of Digital Creativity. Through exploring the current state of the creative industries, the authors show how technologies are reshaping our creative processes and how they are affecting the innovative creation of new products. Readers will discover how creative production processes are dominated by digital data transmission which makes the connection between people, ideas and creative processes easy to achieve within collaborative and co-creativ...
2010
EN
Product design and development (PDD) is an area of increasing importance to industrial competitiveness. In a global market, the competitive advantage of companies lies not only in mastering existing processes and methodologies, but also on their ability to pursue different directions, providing increased value to their customers. The Handbook of Research on Trends in Product Design and Development: Technological and Organizational Perspectives provides a snapshot of the current issues, tre...
Street Computing
Urban Informatics and City Interfaces
2016
EN
This book develops tools and techniques that will help urban residents gain access to urban computing. Metaphorically speaking, it is taking computing to the street by giving the general public – rather than just researchers and professionals – the power to leverage available city infrastructure and create solutions tailored to their individual needs. It brings together five articles that are based on presentations given at the Street Computing Workshop held on 24 November 2009 in Melbourn...
Collaborative Networks and Digital Transformation
20th IFIP WG 5.5 Working Conference on Virtual Enterprises, PRO-VE 2019, Turin, Italy, September 23–25, 2019, Proceedings
2019
EN
This book constitutes the refereed proceedings of the 20th IFIP WG 5.5 Working Conference on Virtual Enterprises, PRO-VE 2019, held in Turin, Italy, in September 2019.The 56 revised full papers were carefully reviewed and selected from 141 submissions. They provide a comprehensive overview of major challenges and recent advances in various domains related to the digital transformation and collaborative networks and their applications with a strong focus on the following areas relat...
2011
EN
Though once considered purely for their entertainment value, computer and online games have applications as learning tools in learning in a variety of different environments. Computer Games as Educational and Management Tools: Uses and Approaches considers the many uses of games and simulations, focusing specifically on their use in organizational and educational settings. Providing perspectives on gaming for distance learning, gaming for rehabilitation, business simulators, and motivation...
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- Engineering (R0)
2014
EN
This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impa...











