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  • Understanding Cyber Conflict

    Fourteen Analogies

    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 ... Read more

    $33.29 USD or Free with Kobo Plus

  • Technology, Innovation, Entrepreneurship and Education

    4th EAI International Conference, TIE 2023, Cambridge, UK, September 27-28, 2023, Proceedings

    Series series Springer Nature Proceedings Computer Science
    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. ... Read more

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    Designing for Interaction and Learning

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    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 ... Read more

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  • Practical AI Strategies 2

    The Critical Guide to GenAI in Education

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    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 ... Read more

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  • Handbook of Research on Serious Games as Educational, Business and Research Tools

    Edited by Maria Manuela Cruz-Cunha ...
    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 ... Read more

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  • Enhancing the Human Experience through Assistive Technologies and E-Accessibility

    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 ... Read more

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  • Creativity in the Digital Age

    Edited by Nelson Zagalo, Pedro Branco ...
    Series series Computer Science (R0)
    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 ... Read more

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  • Handbook of Research on Trends in Product Design and Development: Technological and Organizational Perspectives

    Edited by Arlindo Silva, Ricardo Simoes ...
    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 ... Read more

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  • Street Computing

    Urban Informatics and City Interfaces

    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 ... Read more

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  • 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

    Series series Springer Nature Proceedings Computer Science
    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 ... Read more

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  • Computer Games as Educational and Management Tools: Uses and Approaches

    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 ... Read more

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  • Trends and Applications of Serious Gaming and Social Media

    Edited by Youngkyun Baek, Ryan Ko, Tim Marsh ...
    Series series Engineering (R0)
    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 ... Read more

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