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Book
A definitive guide to behavioural safety
Author:
ISBN: 1317236068 Year: 2017 Publisher: London, [England] ; New York, New York : Routledge,

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Book
Talking health, safety and wellbeing : building an empowering culture in a Post-COVID world
Author:
ISBN: 1003177786 1003177786 1000473953 Year: 2022 Publisher: Abingdon, Oxon ; New York, New York : Routledge,

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The book considers what makes an excellent face-to-face health and safety contact on the workplace, and why these contacts are a fundamental building block of any strong, caring and empowering workplace culture.


Book
Organised wellbeing : proven and practical lessons from safety excellence
Authors: ---
ISBN: 0429769377 0429429231 0429769369 Year: 2018 Publisher: London : Routledge,

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Wellbeing is now at the top of almost everyone's agenda and many technical books have been published on the topic. More than that, an ever-increasing number of organisations are understanding that getting wellbeing right is a win-win that can boost profits or simply make sustainability viable. Organised Wellbeing: Proven and Practical Lessons from Safety Excellence seeks to present, in a user-friendly way, all of the key wellbeing themes. It views these through the lessons learnt from safety excellence because, at present, UK safety is world class but, frankly, wellbeing seldom is. In any organisation, culture is even more important than strategy and tactics, and training is just the base of a process in which facilitation and embedding of key behaviours and mindsets is the essential element. Practical and coordinated processes, not initiatives, are required. This book, therefore, seeks to show how aspects of wellbeing, both organisational and personal, are inexorably interconnected. From an organisational perspective, approaches need to address the truth that 'good work is good for you'. This book, also an individual guide to thriving with passion, compassion, humour and style, is essential reading for health and safety, occupational health and HR professionals at all levels. It is also highly recommended for all managers and staff who seek to maximise their potential and that of their colleagues.


Book
Trends and Applications of Serious Gaming and Social Media
Authors: --- ---
ISBN: 981456026X 9814560251 Year: 2014 Publisher: Singapore : Springer Singapore : Imprint: Springer,

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This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world.  The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.


Book
Entertainment Computing - ICEC 2014 : 13th International Conference, ICEC 2014, Sydney, Australia, October 1-3, 2014, Proceedings
Authors: --- ---
ISBN: 3662452111 366245212X Year: 2014 Publisher: Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer,

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This book constitutes the refereed proceedings of the 13th International Conference on Entertainment Computing, ICEC 2014, held in Sydney, Australia, in October 2013. The 20 full papers, 6 short papers and 8 posters presented were carefully reviewed and selected from 62 submissions. In addition to these papers, the program featured 3 demonstration papers, and 2 workshops. The papers cover various aspects of entertainment computing including authoring, development, use and evaluation of digital entertainment artefacts and processes.

Keywords

Computer science. --- User interfaces (Computer systems). --- Artificial intelligence. --- Computer graphics. --- Personal computers. --- Multimedia systems. --- Computer Science. --- Personal Computing. --- User Interfaces and Human Computer Interaction. --- Computer Graphics. --- Media Design. --- Artificial Intelligence (incl. Robotics). --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Minicomputers --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- 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 --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Informatics --- Science --- Digital techniques --- Artificial Intelligence. --- Entertainment computing --- Amusements --- Multimedia systems .


Digital
Entertainment Computing – ICEC 2014 : 13th International Conference, ICEC 2014, Sydney, Australia, October 1-3, 2014. Proceedings
Authors: --- ---
ISBN: 9783662452127 Year: 2014 Publisher: Berlin, Heidelberg Springer

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Abstract

This book constitutes the refereed proceedings of the 13th International Conference on Entertainment Computing, ICEC 2014, held in Sydney, Australia, in October 2013. The 20 full papers, 6 short papers and 8 posters presented were carefully reviewed and selected from 62 submissions. In addition to these papers, the program featured 3 demonstration papers, and 2 workshops. The papers cover various aspects of entertainment computing including authoring, development, use and evaluation of digital entertainment artefacts and processes.


Digital
Trends and Applications of Serious Gaming and Social Media
Authors: --- ---
ISBN: 9789814560269 Year: 2014 Publisher: Singapore Springer Singapore, Imprint: Springer

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This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world.  The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.


Book
Serious Games : Second Joint International Conference, JCSG 2016, Brisbane, QLD, Australia, September 26-27, 2016, Proceedings
Authors: --- --- --- ---
ISBN: 331945840X 3319458418 Year: 2016 Publisher: Cham : Springer International Publishing : Imprint: Springer,

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This book constitutes the proceedings of the Second Joint International Conference on Serious Games, JCSG 2016, held in Brisbane, QLD, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays. The total of 36 full papers and 5 short papers was carefully reviewed and selected from numerous submissions. The papers were organized in topical sections named: health, well-being and accessibility; education, learning and training; science, nature and heritage; design, development and analysis; poster papers; exhibits.

Keywords

Computer science. --- User interfaces (Computer systems). --- Artificial intelligence. --- Education --- Computers and civilization. --- Personal computers. --- Computer Science. --- Personal Computing. --- Computers and Education. --- Artificial Intelligence (incl. Robotics). --- Information Systems Applications (incl. Internet). --- User Interfaces and Human Computer Interaction. --- Computers and Society. --- Data processing. --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Civilization and computers --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Interfaces, User (Computer systems) --- Informatics --- Minicomputers --- Civilization --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Human-machine systems --- Human-computer interaction --- Science --- Education. --- Artificial Intelligence. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Computer games --- Design --- Application software --- Electronic games --- Education—Data processing. --- Application software. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software


Book
Serious Games : Third Joint International Conference, JCSG 2017, Valencia, Spain, November 23-24, 2017, Proceedings
Authors: --- --- --- --- --- et al.
ISBN: 3319701118 331970110X Year: 2017 Publisher: Cham : Springer International Publishing : Imprint: Springer,

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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.

Keywords

Computer science. --- User interfaces (Computer systems). --- Artificial intelligence. --- Education --- Computers and civilization. --- Personal computers. --- Computer Science. --- Personal Computing. --- Computers and Education. --- Artificial Intelligence (incl. Robotics). --- Information Systems Applications (incl. Internet). --- User Interfaces and Human Computer Interaction. --- Computers and Society. --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Civilization and computers --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Interfaces, User (Computer systems) --- Informatics --- Data processing. --- Minicomputers --- Civilization --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Human-machine systems --- Human-computer interaction --- Science --- Education. --- Artificial Intelligence. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Computer games --- Educational games --- Computer graphics --- Programming --- Instructive games --- Training games --- Games --- Application software --- Electronic games --- Education—Data processing. --- Application software. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software


Book
Serious Games
Authors: --- --- --- --- --- et al.
ISBN: 9783030618148 Year: 2020 Publisher: Cham Springer International Publishing :Imprint: Springer

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