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Hygiene. Public health. Protection --- Human-computer interaction --- Work environment --- Industrial safety --- Interaction homme-machine (Informatique) --- Conditions de travail --- Sécurité du travail --- Sécurité du travail --- Interaction homme-ordinateur --- Sécurité du travail. --- Work environment. --- Human-computer interaction. --- Industrial safety.
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This book scrutinizes pervasive games from a technological perspective, focusing on the sub-domain of games that satisfy the criteria that they make use of virtual game elements. In the computer game industry, the use of a game engine to build games is common, but current game engines do not support pervasive games. Since the computer game industry is already rich with game engines, this book investigates: (i) if a game engine can be repurposed to stage pervasive games; (ii) if features describing a would-be pervasive game engine can be identified; (iii) using those features, if an architecture be found in the same ‘product line’ as an existing engine and that can be extended to stage pervasive games (iv) and, finally, if there any challenges and open issues that remain. The approach to answering these questions is twofold. First, a survey of pervasive games is conducted, gathering technical details and distilling a component feature set that enables pervasive games. Second, a type of game engine is chosen as candidate in the same product line as a would-be pervasive game engine, supporting as much of the feature set as possible. The architecture is extended to support the entire feature set and used to stage a pervasive game called Codename: Heroes, validating the architecture, highlighting features of particular importance and identifying any open issues. The conclusion of this book is also twofold: the resulting feature set is verified to coincide with the definition of pervasive games and related work. And secondly, a virtual world engine is selected as candidate in the same product line as a would-be pervasive game engine. Codename: Heroes was successfully implemented, reaping the benefits of using the selected engine; development time was low, spanning just a few months. Codename: Heroes was staged twice, with no stability issues or down time.
Computer Science. --- User Interfaces and Human Computer Interaction. --- Computer Imaging, Vision, Pattern Recognition and Graphics. --- Artificial Intelligence (incl. Robotics). --- Computer science. --- Artificial intelligence. --- Computer vision. --- Informatique --- Intelligence artificielle --- Vision par ordinateur --- Engineering & Applied Sciences --- Computer Science --- Computer games --- Ubiquitous computing. --- Augmented reality. --- Programming. --- AR (Augmented reality) --- Computer-augmented reality --- Pervasive computing --- UbiComp (Computer science) --- Computer game programming --- Game programming (Computer games) --- User interfaces (Computer systems). --- Computer graphics. --- Mixed reality --- Electronic data processing --- Embedded computer systems --- Computer programming --- Distributed processing --- Artificial Intelligence. --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Machine vision --- Vision, Computer --- Artificial intelligence --- Image processing --- Pattern recognition systems --- Informatics --- Science --- Optical data processing. --- Optical computing --- Visual data processing --- Integrated optics --- Photonics --- Computers --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Optical equipment
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Gardens, Roman --- History. --- History --- Roman gardens --- Gardens --- Styles --- Horti Sallustiani (Rome, Italy) --- Gardens of Sallust (Rome, Italy) --- Sallust, Gardens of (Rome, Italy)
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Written as a reference, but easily adaptable for classroom use, this book explains the importance of cyber security, why readers should care, and what threats to watch for. It also offers information on how to improve an operating environment and better safeguard the constituents organizations serve. Based on research that claims that cyber security policy is often set at less senior levels of corporations, and left to IT security professionals, this book explains why security should be addressed by senior level management. --
Computer networks --- Government information --- Computer crimes --- Security measures --- Government policy. --- Security measures. --- Prevention. --- Information, Government --- Freedom of information --- Public records --- Communication systems, Computer --- Computer communication systems --- Data networks, Computer --- ECNs (Electronic communication networks) --- Electronic communication networks --- Networks, Computer --- Teleprocessing networks --- Data transmission systems --- Digital communications --- Electronic systems --- Information networks --- Telecommunication --- Cyberinfrastructure --- Electronic data processing --- Network computers --- Distributed processing
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Hygiene. Public health. Protection --- Shipping --- veiligheid (transport) --- sociale wetenschappen
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This book scrutinizes pervasive games from a technological perspective, focusing on the sub-domain of games that satisfy the criteria that they make use of virtual game elements. In the computer game industry, the use of a game engine to build games is common, but current game engines do not support pervasive games. Since the computer game industry is already rich with game engines, this book investigates: (i) if a game engine can be repurposed to stage pervasive games; (ii) if features describing a would-be pervasive game engine can be identified; (iii) using those features, if an architecture be found in the same ‘product line’ as an existing engine and that can be extended to stage pervasive games (iv) and, finally, if there any challenges and open issues that remain. The approach to answering these questions is twofold. First, a survey of pervasive games is conducted, gathering technical details and distilling a component feature set that enables pervasive games. Second, a type of game engine is chosen as candidate in the same product line as a would-be pervasive game engine, supporting as much of the feature set as possible. The architecture is extended to support the entire feature set and used to stage a pervasive game called Codename: Heroes, validating the architecture, highlighting features of particular importance and identifying any open issues. The conclusion of this book is also twofold: the resulting feature set is verified to coincide with the definition of pervasive games and related work. And secondly, a virtual world engine is selected as candidate in the same product line as a would-be pervasive game engine. Codename: Heroes was successfully implemented, reaping the benefits of using the selected engine; development time was low, spanning just a few months. Codename: Heroes was staged twice, with no stability issues or down time.
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