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"This report examines the application of an intelligent tutoring system (ITS) for use in training a complex skill during the Field Artillery Captains Career Course. Based on a technology transfer agreement between the U.S. Army Training and Doctrine Command and the U.S. Army Research institute for the Behavioral and Social Sciences, an ITS originally developed for the Navy was adapted for use in a sand table exercise. The exercise required students to deploy multiple launch rocket system assets during a reconnaissance and selection of position task. The task was conventionally taught using miniature replications of vehicles and launchers on a large table of sand. An ITS version of the exercise, called the Virtual Sand Table, replicated the training with the added advantage of informative feedback and computer-based coaching during the exercise. A comparison group (n=209) used the conventional sand table and the treatment group (n=105) used the Virtual Sand Table during a four-hour training exercise. Results, as measured by a hands-on performance test, indicated superior performance by the Virtual Sand Table treatment group, with an effect size of just over one standard deviation."--Stinet.
How computers simulate cities and how they are also being embedded in cities, changing our behavior and the way in which cities evolve. At every stage in the history of computers and communications, it is safe to say we have been unable to predict what happens next. When computers first appeared nearly seventy-five years ago, primitive computer models were used to help understand and plan cities, but as computers became faster, smaller, more powerful, and ever more ubiquitous, cities themselves began to embrace them. As a result, the smart city emerged. In The Computable City, Michael Batty investigates the circularity of this peculiar evolution: how computers and communications changed the very nature of our city models, which, in turn, are used to simulate systems composed of those same computers. Batty first charts the origins of computers and examines how our computational urban models have developed and how they have been enriched by computer graphics. He then explores the sequence of digital revolutions and how they are converging, focusing on continual changes in new technologies, as well as the twenty-first-century surge in social media, platform economies, and the planning of the smart city. He concludes by revisiting the digital transformation as it continues to confound us, with the understanding that the city, now a high-frequency twenty-four-hour version of itself, changes our understanding of what is possible.
This book gathers a selection of peer-reviewed papers presented at the first Big Data Analytics for Cyber-Physical System in Smart City (BDCPS 2019) conference, held in Shengyang, China, on 28–29 December 2019. The contributions, prepared by an international team of scientists and engineers, cover the latest advances made in the field of machine learning, and big data analytics methods and approaches for the data-driven co-design of communication, computing, and control for smart cities. Given its scope, it offers a valuable resource for all researchers and professionals interested in big data, smart cities, and cyber-physical systems.
"This book goes beyond traditional discussion on technology enhanced learning provides research and insights on increasing the efficiency of learning for individuals and groups, facilitating the transfer and sharing of knowledge in organizations, and understanding of the learning process by exploring links among human learning, cognition, and technologies. "--Provided by publisher.
This book brings together papers presented at The 2nd International Conference on Artificial Intelligence in China (ChinaAI) 2020, which provides a venue to disseminate the latest developments and to discuss the interactions and links between these multidisciplinary fields. Spanning topics covering all topics in artificial intelligence with new development in China, this book is aimed at undergraduate and graduate students in Electrical Engineering, Computer Science and Mathematics, researchers and engineers from academia and industry as well as government employees (such as NSF, DOD and DOE).
The Smart Innovation, Systems and Technologies book series encompasses the topics of knowledge, intelligence, innovation and sustainability. The aim of the series is to make available a platform for the publication of books on all aspects of single and multi-disciplinary research on these themes in order to make the latest results available in a readily-accessible form. This book is devoted to the “Intelligent and Adaptive Educational-Learning Systems”. It privileges works that highlight key achievements and outline trends to inspire future research. After a rigorous revision process twenty manuscripts were accepted and organized into four parts: Modeling, Content, Virtuality and Applications. This volume is of interest to researchers, practitioners, professors and postgraduate students aimed to update their knowledge and find out targets for future work in the field of artificial intelligence on education.
Annotation Contains 33 papers and 12 posters presented at the March 2001 conference that reviewed research progress in virtual reality and defined new research goals. The main subjects are haptic display, tracking and motion capture, software and tools, haptics and locomotion, interface, 3D displays, applications, human factors, and haptic simulation. Sample topics are a surface acoustic wave tactile display based on properties of mechanoreceptors, fusion of vision and gyro tracking for robust augmented reality registration, interactive texturing by polyhedron decomposition, a washout filter designed for a motorcycle simulator, and the effects of field of view on balance in an immersive environment. No subject index. c. Book News Inc.
This book constitutes late breaking papers from the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place. In addition, a total of 333 papers and 144 posters are included in the volumes of the proceedings published after the conference as “Late Breaking Work” (papers and posters). These contributions address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems. The 34 late breaking papers presented in this volume were organized in two topical sections named: Virtual, Augmented and Mixed Reality Design and Implementation; and User Experience in Virtual, Augmented and Mixed Reality.
This book constitutes thoroughly reviewed, revised and selected papers from the 5th International Conference on Human Centered Computing, HCC 2019, held in Čačak, Serbia, in August 2019. The 48 full and 23 short papers presented in this volume were carefully reviewed and selected from a total of 133 submissions. The papers focus on deep learning and its applications on a variety of real-life problems, ranging from image/video analysis, to human-computer interaction, and to logistics and supply chain management.