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The objective of Contemporary Research: Models, Methodologies, and Measures in Distributed Team Cognition is to advance knowledge in terms of real-world interactions among information, people, and technologies through explorations and discovery embedded within the research topics covered. Each chapter provides insight, comprehension, and differing yet cogent perspectives to topics relevant within distributed team cognition. Experts present their use of models and frameworks, different approaches to studying distributed team cognition, and new types of measures and indications of successful outcomes. The research topics presented span the continuum of interdisciplinary philosophies, ideas, and concepts that underline research investigation. Features Articulates distributed team cognition principles/constructs within studies, models, methods, and measures Utilizes experimental studies and models as cases to explore new analytical techniques and tools Provides team situation awareness measurement, mental model assessment, conceptual recurrence analysis, quantitative model evaluation, and unobtrusive measures Transforms analytical output from tools/models as a basis for design in collaborative technologies Generates an interdisciplinary approach using multiple methods of inquiry
Contemporary society is held together by interactive groups and teams carrying out work to accomplish various intentions and purposes often within challenging and ill-defined environments. Cooperative work is accomplished through the synergy of human teamwork and technological innovation within domains such as health and medicine; cyber security; transportation; command, control, communication, and intelligence; aviation; manufacturing; criminal justice; space exploration; and emergency crisis management. Distributed team cognition is ubiquitous across and within each of these domains in myriad ways. The Handbook of Distributed Team Cognition provides three volumes that delve into the intricacies of research findings in terms of how cognition is embodied within specific environments while being distributed across time, space, information, people, and technologies. Distributed team cognition is examined from broad, interdisciplinary perspectives and developed using different themes and worldviews. Foundations and Theoretical Perspectives of Distributed Teams Cognition provides an informed view of the history and foundations underlying the development of the field while looking at the theoretical significance of research. Contemporary Research: Models, Methodologies, and Measures in Distributed Team Cognition strengthens these foundations and theories by looking at how research has evolved through the use of different experiments, methods, measures, and models. Fields of Practice and Applied Solutions within Distributed Teams Cognition considers the importance of technological support of teamwork and what it means for applied systems and specific fields of practice. Together these three volumes entwine a comprehensive knowledge of distributed team cognition that is invaluable for professors, scientists, engineers, designers, specialists, and students alike who need specific information regarding history, cognitive science, experimental studies, research approaches, measures and analytics, digital collaborative technologies and intelligent agents, and real world applications; all of which have led to a dynamic revolution in cooperative work / teamwork in both theory and practice.
During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment. In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.
Cumulates abstracts which appeared in Journal of human services abstracts.