Download Free Playing Software Book in PDF and EPUB Free Download. You can read online Playing Software and write the review.

The play element at the heart of our interactions with computers—and how it drives the best and the worst manifestations of the information age. Whether we interact with video games or spreadsheets or social media, playing with software shapes every facet of our lives. In Playing Software, Miguel Sicart delves into why we play with computers, how that play shapes culture and society, and the threat posed by malefactors using play to weaponize everything from conspiracy theories to extractive capitalism. Starting from the controversial idea that software is an essential agent in the information age, Sicart considers our culture in general—and our way of thinking about and creating digital technology in particular—as a consequence of interacting with software’s agency through play. As Sicart shows, playing shapes software agency. In turn, software shapes our agency as we adapt and relate to it through play. That play drives the creation of new cultural, social, and political forms. Sicart also reveals the role of make-believe in driving our playful engagement with the digital sphere. From there, he discusses the cybernetic theory of digital play and what we can learn from combining it with the idea that playfulness can mean pleasurable interaction with human and nonhuman agents inside the boundaries of a computational system. Finally, he critiques the instrumentalization of play as a tool wielded by platform capitalism.
Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives
COGNITIVE ANALYTICS AND REINFORCEMENT LEARNING The combination of cognitive analytics and reinforcement learning is a transformational force in the field of modern technological breakthroughs, reshaping the decision-making, problem-solving, and innovation landscape; this book offers an examination of the profound overlap between these two fields and illuminates its significant consequences for business, academia, and research. Cognitive analytics and reinforcement learning are pivotal branches of artificial intelligence. They have garnered increased attention in the research field and industry domain on how humans perceive, interpret, and respond to information. Cognitive science allows us to understand data, mimic human cognitive processes, and make informed decisions to identify patterns and adapt to dynamic situations. The process enhances the capabilities of various applications. Readers will uncover the latest advancements in AI and machine learning, gaining valuable insights into how these technologies are revolutionizing various industries, including transforming healthcare by enabling smarter diagnosis and treatment decisions, enhancing the efficiency of smart cities through dynamic decision control, optimizing debt collection strategies, predicting optimal moves in complex scenarios like chess, and much more. With a focus on bridging the gap between theory and practice, this book serves as an invaluable resource for researchers and industry professionals seeking to leverage cognitive analytics and reinforcement learning to drive innovation and solve complex problems. The book’s real strength lies in bridging the gap between theoretical knowledge and practical implementation. It offers a rich tapestry of use cases and examples. Whether you are a student looking to gain a deeper understanding of these cutting-edge technologies, an AI practitioner seeking innovative solutions for your projects, or an industry leader interested in the strategic applications of AI, this book offers a treasure trove of insights and knowledge to help you navigate the complex and exciting world of cognitive analytics and reinforcement learning. Audience The book caters to a diverse audience that spans academic researchers, AI practitioners, data scientists, industry leaders, tech enthusiasts, and educators who associate with artificial intelligence, data analytics, and cognitive sciences.
Providing insight into the impact media convergence has had on the radio industry, this new edition delivers an excellent introduction to the modern radio production studio, the equipment found in that studio, and the basic techniques needed to accomplish radio production work. New chapters addressing the basics of field recording, production planning, and sound for video are included, as well as a renewed emphasis on not just radio production, but audio production. Featuring a worktext format tailored for both students and teachers, self-study questions, hands-on projects, and a CD with project material, quizzes, and demonstrations of key concepts, this book offers a solid foundation for anyone who wishes to know more about radio/audio equipment and production techniques.
Emerging technologies have enhanced the learning capabilities and opportunities in modern school systems. To continue the effective development of such innovations, the intended users must be taken into account. End-User Considerations in Educational Technology Design is a pivotal reference source for the latest scholarly material on usability testing techniques and user-centered design methodologies in the development of technological tools for learning environments. Highlighting a range of pertinent topics such as multimedia learning, human-computer interaction, and online learning, this book is ideally designed for academics, researchers, school administrators, professionals, and practitioners interested in the design of optimized educational technologies.
This book presents current innovative, alternative and creative approaches that challenge traditional mechanisms in and across disciplines and industries targeting societal impact. A common thread throughout the book is human-centered, uni and multi-modal strategies across the range of human technologies, including sensing and stimuli; virtual and augmented worlds; games for serious applications; accessibility; digital-ethics and more. Focusing on engaging, meaningful, and motivating activities that at the same time offer systemic information on human condition, performance and progress, the book is of interest to anyone seeking to gain insights into the field, be they students, teachers, practicing professionals, consultants, or family representatives. By offering a wider perspective, it addresses the need for a core text that evokes and provokes, engages and demands and stimulates and satisfies.
Special Edition Using the Internet and Web covers multiple individual end-user activities-it's like having a dozen activity-specific books under a single cover! The book is organized by activity-how people spend their time online. Each chapter describes a specific activity, and shows users the best ways to engage in that activity online-complete with real-world tips and advice for getting the most of that time online. Topics range from getting connected-and getting connected faster-to online shopping and downloading MP3 files. In short, whatever users want to do online, they'll find in this book-without having to wade through hundreds of pages of software-specific instruction.