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دانلود کتاب Simulation Gaming Through Times and Disciplines: 50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August ... Papers (Lecture Notes in Computer Science)

دانلود کتاب شبیه سازی بازی در زمان ها و رشته ها: پنجاهمین کنفرانس بین المللی انجمن شبیه سازی و بازی، ISAGA 2019، ورشو، لهستان، آگوست ... مقالات (یادداشت های سخنرانی در علوم کامپیوتر)

Simulation Gaming Through Times and Disciplines: 50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August ... Papers (Lecture Notes in Computer Science)

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Simulation Gaming Through Times and Disciplines: 50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August ... Papers (Lecture Notes in Computer Science)

ویرایش:  
نویسندگان: , , , , ,   
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ISBN (شابک) : 3030721310, 9783030721312 
ناشر: Springer 
سال نشر: 2021 
تعداد صفحات: 469 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 42 مگابایت 

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توجه داشته باشید کتاب شبیه سازی بازی در زمان ها و رشته ها: پنجاهمین کنفرانس بین المللی انجمن شبیه سازی و بازی، ISAGA 2019، ورشو، لهستان، آگوست ... مقالات (یادداشت های سخنرانی در علوم کامپیوتر) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.


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فهرست مطالب

Preface: ISAGA - The First 50 Years of Research and Teaching Excellence
	Bibliography
Organization
Contents
Simulation Gaming in the Science Space
A Journey to the Role of Facilitator: Personal Stories Unfolding Alongside World Trends
	Abstract
	1 Introduction
	2 Beginnings – 1969
	3 Facilitation Circa 1969
	4 Professional Development - 1979
	5 Facilitation Circa 1979
	6 Academic Contexts – 1989
	7 Facilitation Circa 1989
	8 Emergent New Roles and Study - 1999
	9 Facilitation Circa 1999
	10 Seniority as Educators - 2009
	11 Facilitation Circa 2009
	12 Researching, Writing and Travelling - 2019
	13 Facilitation Circa 2019
	14 Concluding Comments
	References
Differences Between Facilitator-Guided and Self-guided Debriefing on the Attitudes of University Students
	Abstract
	1 Introduction
	2 Method
	3 Results
	4 Discussion
	References
Evaluation of a Pilot Game to Change Civil Servants’ Willingness Towards Open Data Policy Making
	Abstract
	1 Introduction
	2 Background
		2.1 Open Government Data
		2.2 Game Description
	3 Research Approach: Evaluation of the Game
		3.1 The Survey
		3.2 Sample Description
		3.3 Methods for Data Analysis
	4 Findings
		4.1 Analysis of the Behavioral Intention Change
		4.2 Matched Pair Analyses
		4.3 Resulting Propositions from Data Analysis
	5 Conclusions
	References
Structuring Game Design with Active Learning Benefits: Insights from Logistical Skills Training in Managing an Emergency Department
	Abstract
	1 Introduction
	2 Simulation Game Theory
	3 Game Design
		3.1 What is Being Simulated
		3.2 Intended Outcomes
		3.3 Debriefing
		3.4 Evaluation
	4 Results
	5 Discussion and Conclusion
	References
Playing (in) a Crisis Simulation
	Abstract
	1 Introduction
	2 Theoretical Framework and Bibliographical Review
		2.1 Play in Crisis Management Exercises
		2.2 A Blind Spot in the Optimal Engagement in the Flow
		2.3 Pleasures and Emotions from Play
		2.4 Selected Issue: From Fun in Games to Fun in Simulations
	3 Mechanism of the Experiment
		3.1 Presentation of the Simulations and Simulation Room
		3.2 System of Observation
		3.3 Methodology of the Analysis
	4 Results
		4.1 Density of Ludicity
		4.2 Towards a Typology of Ludicity
		4.3 Sensitivity of Ludicity to the Injection of an Event
		4.4 Entropy and the Persistence of Ludicity
	5 Conclusions and Discussion
	Aknowledgements
	References
Through a Mirror Darkly – On the Obscurity of Teaching Goals in Game-Based Learning in IT Security
	Abstract
	1 Introduction
	2 Research Question
		2.1 Main Research Question
		2.2 Hypotheses
	3 Methods
		3.1 Database
		3.2 Methods
	4 Results
		4.1 Overview
		4.2 Hypotheses
	5 Discussion
		5.1 Assumptions
		5.2 Data Extraction and Methods
	6 Conclusions
		6.1 Summary and Conclusion
		6.2 Future Research
	Acknowledgements
	References
The Tacit Knowledge in Games: From Validation to Debriefing
	Abstract
	1 Introduction
	2 Validation in Games
		2.1 From Simulations to Games
		2.2 Validity vs. Credibility and Usability
		2.3 Overview of Validation
	3 1st Round of Interviews: Debriefing Pitfalls
	4 2nd Round of Interviews: Factors Influencing Games’ Success
	5 3rd Round of Interviews: Defining Successful Debriefing
	6 Conclusion
	References
Educational Escape Room – Challenges and Obstacles
	Abstract
	1 Introduction
	2 Adult Education and Games
	3 Escape Room – The Basics
	4 Escape Room in Education
	5 Zombie Attack – Challenges
	6 Zombie Attack – The Tests
	7 Tests Results
	8 Conclusions
	References
Simulation Gaming Design and Implementation
Simulated Construction of State’s Intersubjective Reality in Virtual Games: An Emerging Tool of Social Power?
	Abstract
	1 The Subject Description
	2 The Modernized Idea of Social Power
	3 Virtual Games and Hyperreal Space
	4 Gaming Modality of Social Power
	5 The Subject Perspective
	References
A Review of Game-Based Research for English Language Learning in S&G Interdiscipline Journal
	Abstract
	1 Introduction
	2 Previous Literature Reviews
	3 Method
		3.1 Setting Inclusion and Exclusion Criteria
		3.2 Searching for and Identifying Potentially Relevant Studies
		3.3 Coding Scheme
	4 Results and Discussion
		4.1 Game Genres
		4.2 Language Skills Focus
		4.3 Learners’ Learning Outcomes
		4.4 Research Methodology
	5 Conclusion
	References
Accuracy in Business Simulations
	Abstract
	1 Introduction
	2 Techniques and Measures of Simulation Accuracy
		2.1 How to Measure the Accuracy in Simulations
		2.2 Measures of Accuracy
		2.3 Simulations Evaluation
	3 Improving Simulation Accuracy
		3.1 Deep Learning Artificial Neural Networks
	4 Statistical Learning Networks
	5 Applications, Conclusions and Future Research
	References
Group-Based Learning and Group Composition on the Provision of Public Goods: Incorporating Agent-Based Simulation and Gaming
	Abstract
	1 Introduction
		1.1 Public Goods Game
	2 Agent-Based Modeling
		2.1 Agent
	3 Simulation
		3.1 Parameter Setting
		3.2 Learn from Past Experience
		3.3 Learn from the Environment
	4 Gaming
		4.1 Design and Procedures
		4.2 Results Analyses
	5 Conclusion and Future Works
	Acknowledgment
	References
Can the Veil of Ignorance Create Consensus?
	Abstract
	1 Introduction
	2 The Siting for a Contaminated Waste Landfill Game Incorporating the Veil of Ignorance
		2.1 NIMBY Issues and the Possibility of Building Consensus Through the Veil of Ignorance
		2.2 A Previous Study Using the Siting for a Contaminated Waste Landfill Game
		2.3 The Purpose of This Study
	3 Method
		3.1 An Overview of the Siting for a Contaminated Waste Landfill Game
		3.2 Regional Features and Method of Calculation
		3.3 The Flow of the Game
		3.4 The Implementation of the Game
		3.5 Questionnaire After Each Phase
	4 Results
		4.1 General Results
		4.2 Change in Subjective Perceptions After the Practice and Actual Phases
	5 Discussion
	Acknowledgments
	References
The Development of the 3D Role-Playing Game on PC with an Assistive System for Deuteranopia
	Abstract
	1 Introduction
	2 Material and Method
	3 The Result
	4 Discussion
	5 Conclusion
	References
The Trust Game: The Influence of Trust on Collaboration in the Light of Technological Innovations
	Abstract
	1 Introduction
	2 Trust, Innovation and Complex Systems
		2.1 Simulation Games on Trust
	3 The Trust Game: A Simulation Gaming Approach
		3.1 Design Considerations of the Trust Game
		3.2 Set Up of the Game Play Sessions
		3.3 Initial Results of the Playtest
	4 Conclusion and Future Research
	Acknowledgement
	References
The Funnel of Game Design - Proposing a New Way to Address a Problem Definition Using the IDEAS Approach
	Abstract
	1 Introduction
	2 State of the Art: From the Past to the Present
	3 The IDEAS Game Design
	4 Case Study T-TRIPP
	5 Discussion and Conclusions
	Acknowledgement
	References
Little Things Mean a Lot in Simulations
	Abstract
	1 Introduction
	2 The Survey
	3 Methodology
	4 Results
	5 Discussion
		5.1 Sharing Work Evenly
		5.2 Selected Our Leader
		5.3 Few Team Members Did All the Work
		5.4 Most Effort Learned the Most and Becoming a Better Employee
		5.5 Team Friendship
		5.6 Difficulty Coordinating Efforts
		5.7 Prepared at the Start
		5.8 Realism
		5.9 Duration and Effort
		5.10 Simulation Represented the Real World
		5.11 Team Spent More Time on the Simulation Than any Other Course
		5.12 Gender
		5.13 Team Rank at the Completion of the Simulation
		5.14 The Differences Between International Students and US Students
	6 Conclusions
	Acknowledgements
	References
Impact of Competition in Energy Market on Promotion of Renewables: An Agent-Based Model Approach
	Abstract
	1 Introduction
	2 Methodology
		2.1 Concept of Game
		2.2 Model of Game
		2.3 Strategies of Agents
	3 Simulation Results and Discussions
		3.1 Outline of Results of Simulation-1
		3.2 Dynamics of Simulation-1
		3.3 Outline of Results of Simulation-2
	4 Conclusion
	Acknowledgements
	References
The Perception of Business Wargaming Practices Among Strategic and Competitive Intelligence Professionals
	Abstract
	1 Introduction
		1.1 Strategic, Market, Competitive Intelligence
		1.2 Business Wargaming as an Intelligence Co-creation Method
		1.3 The Practice of Business Wargaming
	2 Survey Description
	3 Survey Results
	4 Discussion of Results
	5 Limitations and Suggestions
	References
Managing Competing Values in Sustainable Urban Tourism: A Simulation-Gaming Approach
	Abstract
	1 Introduction
		1.1 Managing Sustainable Urban Tourism
	2 Theory and Concepts
	3 Materials and Methods
		3.1 The Sustainable Urban Tourism Game
		3.2 Game Quality
		3.3 Research Question and Approach
	4 Findings
		4.1 City Strategies
		4.2 Comparative Strategies
		4.3 Limitations
	5 Conclusion
	Acknowledgements
	References
Simulation Games as a Framework to Conduct Scientific Experiments – The Example of Prospect Theory Research
	Abstract
	1 Introduction
	2 Scientific Experiments
		2.1 History
		2.2 Types of Experiments
	3 Prospect Theory
	4 Experiment Design
	5 Results
	6 Discussion
	7 Limitations of the Study and Future Research
	References
Study on Occurrence Mechanism of Quality Scandal in Enterprises by “Sontaku”, “Air” and “Water” Theory Using Business Game
	Abstract
	1 Introduction
		1.1 Consciousness of Problem-Organizational Culture and Corporate Scandal of Quality First Principle of Japanese Companies
	2 Research Background
		2.1 Mechanism of Falsification
		2.2 Giddens’s Theory of Structuring; the Mechanism of the Development of Organizational Culture by the Recursion of Individuals and Organizations, Society
		2.3 The Occurrence of Quality Scandals Due to “Sontaku” and Yamamoto’s “Air” and “Water” Theory
	3 Purpose of This Research
		3.1 Verification of the Mechanism of Corporate Scandal of the Cheating in Quality Judgment by “Sontaku” “Air” and “Water” Theory Using Business Game
	4 Business Game Development
		4.1 Business Game Specifications
		4.2 Evaluation Method of “Sontaku”, “Air”, “Water” in the Game
	5 Experimental Result
	6 Discussion
	7 Conclusion
	8 Future Issues
	References
Interpersonal Competitiveness in a Cohesive Team: Insights from a Business Simulation Game
	Abstract
	1 Introduction
		1.1 Review of Literature
		1.2 Objective of This Study
	2 Method
		2.1 The Instrument and Its Variables
		2.2 The Participants
		2.3 The Procedure
	3 Results
	4 Discussion
		4.1 Conclusion
	References
Simulation Games for Current Challenges
Review of Haptic and Computerized (Simulation) Games on Climate Change
	Abstract
	1 Introduction
	2 Definitions and Method
	3 Results
		3.1 Formal Aspects: Type of Developers and Language
		3.2 Content-Related Aspects: Game Types, Scale and Climate Issues
	4 Discussion and Conclusion
	Conflicts of Interest
	Appendix
	References
Food-Web Modeling in the Maritime Spatial Planning Challenge Simulation Platform: Results from the Baltic Sea Region
	Abstract
	1 Introduction
	2 Integration of Ecopath into the Simulation Platform
		2.1 Ecosystem Modelling
		2.2 MSP Challenge with Ecopath Link (MEL)
		2.3 Adapting the Baltic Sea Model to Use in MSP Challenge
	3 Findings
		3.1 Calibration
		3.2 Baseline Scenarios
		3.3 In-Game Scenarios
		3.4 Game and Player Experience
	4 Conclusion
	Acknowledgements
	Annex 1
	Human Activities/Pressures Matrix (e.g. Baltic Sea Edition)
	Annex 2
	Functional Groups in the Baltic Proper and Bothnian Sea Food-Web Model
	References
Unpacking and Overconfidence in a Production Management Game
	Abstract
	1 Introduction
		1.1 General Review
		1.2 Unpacking
		1.3 Overconfidence
		1.4 Purpose of This Research
	2 Method
		2.1 An OPT SCHEDULING GAME
		2.2 Participants and Procedures
		2.3 Questionnaires
		2.4 Hypothesis
	3 Results
		3.1 The Profits of Each Team
		3.2 Answers to the Questionnaire Prior to the Game Run
		3.3 Answers to the Questionnaire Subsequent to the Game Run
	4 Discussion
	References
Authentic Learning in Entrepreneurship Education
	Abstract
	1 Entrepreneurship Education
	2 Startups and Startup Ecosystems
	3 Entrepreneurship Competencies
	4 Authentic Learning
	5 The Simulation Game
	References
Learning from a Business Simulation Game: A Factor-Analytic Study
	Abstract
	1 Introduction
		1.1 Simulations and Games
		1.2 Objective of This Study
	2 Method
		2.1 The Game Players
		2.2 The Business Simulation Game
		2.3 The Instrument
	3 Results
	4 Discussion
		4.1 Business Goal Orientation
		4.2 Collaborative Action
		4.3 Competitiveness
		4.4 Business Skills
		4.5 Sales Function
		4.6 Conclusions, Implications for Further Research, and Recommendations for Action
	References
Gamification and Gaming Cultures
Resolving Migrant Issues in Thailand Using the Framework of ‘Simulation Game – Project PAL’
	Abstract
	1 Introduction
		1.1 Co-living Issue in Thailand
		1.2 Recent History of Cambodia and Thailand
		1.3 Recent History Between Myanmar and Thailand
	2 Purpose of Research
		2.1 Making a Game to Learn About Migrants’ or Refugees’ Issues
		2.2 Learning by Developing and Facilitating Game to Resolve the Issues
	3 Research Methodology
		3.1 Framework
		3.2 Learning Goals
		3.3 Game Trial
		3.4 Selecting Two Neighboring Countries; Cambodia and Myanmar
		3.5 Rules for Game Development
		3.6 Contents of P-BMG
		3.7 How to Play the P-BMG
	4 Results
		4.1 Outline of Experiment
		4.2 Experiment at Hokkaido University
		4.3 Experiment at SIIT
	5 Limitations and Further Research
		5.1 To Improve the Work
		5.2 To Spread the Idea with Others
		5.3 To Prove ‘Learning by Developing and Facilitating Game’
	6 Conclusion
	Acknowledgements
	References
Gamification Design Strategies - Summary of Research Project
	Abstract
	1 Introduction
	2 Project Description
	3 Methodology
	4 Results
	Acknowledgements
	References
Fostering Adaptive Organizations: Some Practical Lessons from Space Pirates
	Abstract
	1 Introduction
	2 Adaptivity
		2.1 The Privateers’ Alliance
		2.2 The Colonia Challenge—Analysis
	3 Resilience
		3.1 Destination Lockdown
		3.2 Destination Lockdown—Analysis
	4 Conclusion
	References
Comparison of Experience of Using Business Games in University of Lodz and Kaunas University of Technology
	Abstract
	1 Simulation and Business Games in Teaching ERP, Decision Making and Business
	2 University of Lodz Experience of in Teaching ERP and Decision Making Skills
		2.1 Decision Game
		2.2 Managing the Company with ERP System
		2.3 Simulating Business Processes with ERP
	3 Experience of Using Business Games in Kaunas University of Technology
	4 Common Use of Business Games in Both Universities
	5 Conclusions
	References
Board Perspective on Simulation Gaming
Video Game Monetization Mechanisms in Triple A (AAA) Video Games
	Abstract
	1 Business Model Definition
	2 Introduction to Video Game Monetization
	3 Microtransactions and In-game Currencies
		3.1 Unlockables
		3.2 Loot boxes
	4 Quantitative Research
		4.1 Gamer Survey
		4.2 Results
		4.3 Result Analysis
	5 Hypotheses and Analysis
	6 Conclusion
	Appendix
	References
Learning with Location-Based Gaming
	Abstract
	1 Introduction
	2 Location-Based Games
	3 Mobile Game-Based Learning
	4 Location-Based Games in School
	5 Discussion and Conclusion
	Acknowledgements
	References
Methodological Challenges of Creating a Next-Generation Machine Learning-Based Game Engine for Generating Maps and Vehicle Behavior
	Abstract
	1 Introduction
	2 Stage of Project Realization
		2.1 Issue 1 “Development Of An Optimal Methodology For Engine Prototype Construction”
		2.2 Issue 2 “Verification of the Game Engine Prototype Design”
		2.3 Issue 3 “Developing a Methodology for Measuring and Collecting Data for the Artificial Intelligence Prediction Model”
	3 Summary
	Acknowledgments
	References
Agent-Based Simulation for Sustainable Management of Supply Chain and Natural Resources: Basic Model
	Abstract
	1 Introduction
	2 Brief Review of ABM for Environmental Issues and Behavior
	3 Basic Model
		3.1 Society, Categories of Agents and Outlines of Settings
		3.2 Natural Resource
		3.3 Authority for Sustainability
		3.4 Harvesting Firm
		3.5 Processing Firm
		3.6 Store
		3.7 Consumer
		3.8 End Condition
	4 Simulation Results of the Basic Model
		4.1 Parameters of the Simulation
		4.2 Simulation Results: Two Patterns
		4.3 Simulation Results: Comparison of Two Typical Cases
		4.4 Simulation Results: Converged Rules of Agents in Both Patterns
	5 Discussion
		5.1 Possibility of the Two Kinds of the Society
		5.2 Validity of the Basic Model
		5.3 Implications of the Simulation Results
	6 Applications to Scenario Analysis and to Gaming Simulation
		6.1 Application to Scenario Analysis
		6.2 Application to Gaming Simulation
	7 Conclusions
	Acknowledgements
	References
Wonders of the World Simulation Program by Virtual Reality
	Abstract
	1 Introduction
	2 Literature Review
	3 Material and Methodology
	4 The Results
	5 Conclusion
	References
Framework and Application of Live Video Streaming as a Virtual Reality Gaming Technology: A Study of Function and Performance
	Abstract
	1 Introduction
	2 Products to Support Live Virtual Reality Deployment
		2.1 Comparison Between RTMP and RTSP Live Streaming Servers
		2.2 Defining Bitrate, Resolution and Frame Rate
	3 Methodology
		3.1 Server Development
		3.2 Client Development
		3.3 Subjective Evaluation
	4 Results
	5 Discussion and Future Work
	Acknowledgment
	References
Author Index




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