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This volume collects revised versions of papers presented at the 29th Annual Conference of the Gesellschaft für Klassifikation, the German Classification Society, held at the Otto-von-Guericke-University of Magdeburg, Germany, in March 2005. In addition to traditional subjects like Classification, Clustering, and Data Analysis, converage extends to a wide range of topics relating to Computer Science: Text Mining, Web Mining, Fuzzy Data Analysis, IT Security, Adaptivity and Personalization, and Visualization.
This book constitutes the refereed post-conference proceedings of two conferences: The 8th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2019), and the 4th EAI International Conference on Design, Learning, and Innovation (DLI 2019). Both conferences were hosed in Aalborg, Denmark, and took place November 6-8, 2019. The 61 revised full papers presented were carefully selected from 98 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.
This book constitutes the proceedings of the Third Joint International Conference on Serious Games, JCSG 2017, held in Valencia, Spain, in November 2017. This conference bundles the activities of the 8th International Conference on Serious Games Development and Applications, SGDA 2017, and the 7th Conference on Serious Games, GameDays 2017. The total of 23 full papers, 3 short papers, and 4 poster papers was carefully reviewed and selected from 44 submissions. The topics covered by the conference offered participants a valuable platform to discuss and learn about the latest developments, technologies and possibilities in the development and use of serious games with a special focus on how different fields can be combined to achieve the best possible results.
This state-of-the-art survey provides a systematic overview of the ideas and techniques of the adaptive Web and serves as a central source of information for researchers, practitioners, and students. The volume constitutes a comprehensive and carefully planned collection of chapters that map out the most important areas of the adaptive Web, each solicited from the experts and leaders in the field.
This book discusses the cultural, social and archaeological aspects of space and the impact of spatial concepts in practical archaeological case studies. It summarizes recent developments and looks to the future, exploring some of the cutting-edge ideas in spatial method and theory. The past decade has seen significant advances in the tools available for spatial analysis in archaeology, and theory and method regarding the spatial character of archaeology must keep pace with these advances. Geomorphological and geochemical techniques, geographic information systems, remotely sensed data, virtual reality and electronic survey technology provide new opportunities, but also require new ideas. This book gives us insight into the ways that people have used space to subsist, to recreate their culture in their ‘homelands’ or in new areas, or impose their culture on others. Contributors address the way archaeological notions of space and deep time can add to society’s understanding of landscape, social relationships, past environment and cultural heritage. The contributions from Europe and North America demonstrate intercontinental connections and explore ways of using dynamic models of spatial patterning to assess human activity within natural and cultural landscapes.
The use of new media in the service of cultural heritage is a fast growing field, known variously as virtual or digital heritage. New Heritage, under this denomination, broadens the definition of the field to address the complexity of cultural heritage such as the related social, political and economic issues. This book is a collection of 20 key essays, of authors from 11 countries, representing a wide range of professions including architecture, philosophy, history, cultural heritage management, new media, museology and computer science, which examine the application of new media to cultural heritage from a different points of view. Issues surrounding heritage interpretation to the public and the attempts to capture the essence of both tangible (buildings, monuments) and intangible (customs, rituals) cultural heritage are investigated in a series of innovative case studies.
Digital games are a significant element in the digital media and information society. They influence the development of media technologies as well as interface design, online social interaction and new evaluation approaches.The Fourth Symposium for Information Design focused on the question of how game based learning environments can motivate and stimulate learners in different situations, and improve learning. It presented didactical and pedagogical issues, as well as actual examples and concrete applications.
Using archaeological case studies from around the world, this volume evaluates the implications of providing alternative interpretations of the past. These cases also examine if multivocality is relevant to local residents and non-Anglo-American archaeologists and if the close examination of alternative interpretations can contribute to a deeper understanding of subjectivity and objectivity of archaeological interpretation.
This book constitutes the refereed proceedings of the 10th International Conference on Interactive Digital Storytelling, ICIDS 2017, held in Funchal, Madeira, Portugal, in November 2017. The 16 revised full papers and 4 short papers presented were carefully reviewed and selected from 65 submissions. The papers are organized in topical sections on story design, location and generation, history and learning, games, emotion and personality, posters and demos.