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Gamify Your Classroom
33,95 € *
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This book is a field guide on how to implement game-based learning and "gamification" techniques to the everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field, including: James Paul Gee (Author, What Video Games Have to Teach Us about Learning and Literacy ); Henry Jenkins (Provost Professor at University of Southern California); Katie Salen (Founder, Institute of Play); Bernie DeKoven (Author, A Playful Path ); Richard Bartle (Bartle's Player Type Theory); Kurt Squire (Games + Learning + Society Center); Jessica Millstone (Joan Ganz Cooney Center), Dan White (Filament Games); Erin Hoffman (GlassLab Games); Jesse Schell (Schell Games/Professor at Carnegie Mellon); Tracy Fullerton (University of Southern California Game Innovation Lab); Alan Gershenfeld (E-Line Media); Noah Falstein (Chief Game Designer, Google); Valerie Shute (Professor at Florida State University); Lee Sheldon (Author, The Multiplayer Classroom ); Robert J. Torres (Bill & Melinda Gates Foundation), Asi Burak (President, Games for Change); Toby Rowland (MangaHigh); Jocelyn Leavitt (Hopscotch); Krishna Vedati (Tynker); and researchers at BrainPOP and designers from Electric Funstuff (Mission U.S. games). Each chapter concludes with practical lesson plan ideas, games to play (both digital and tabletop), and links to research further. Much of the book draws on the author's experiences implementing games with his middle school students. Regardless of your teaching discipline or grade level, whether you are a pre-service teacher or veteran educator, this book will engage and reinvigorate the way you teach and how your students learn!

Anbieter: buecher
Stand: 01.04.2020
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Gamify Your Classroom
34,95 € *
ggf. zzgl. Versand

This book is a field guide on how to implement game-based learning and "gamification" techniques to the everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field, including: James Paul Gee (Author, What Video Games Have to Teach Us about Learning and Literacy ); Henry Jenkins (Provost Professor at University of Southern California); Katie Salen (Founder, Institute of Play); Bernie DeKoven (Author, A Playful Path ); Richard Bartle (Bartle's Player Type Theory); Kurt Squire (Games + Learning + Society Center); Jessica Millstone (Joan Ganz Cooney Center), Dan White (Filament Games); Erin Hoffman (GlassLab Games); Jesse Schell (Schell Games/Professor at Carnegie Mellon); Tracy Fullerton (University of Southern California Game Innovation Lab); Alan Gershenfeld (E-Line Media); Noah Falstein (Chief Game Designer, Google); Valerie Shute (Professor at Florida State University); Lee Sheldon (Author, The Multiplayer Classroom ); Robert J. Torres (Bill & Melinda Gates Foundation), Asi Burak (President, Games for Change); Toby Rowland (MangaHigh); Jocelyn Leavitt (Hopscotch); Krishna Vedati (Tynker); and researchers at BrainPOP and designers from Electric Funstuff (Mission U.S. games). Each chapter concludes with practical lesson plan ideas, games to play (both digital and tabletop), and links to research further. Much of the book draws on the author's experiences implementing games with his middle school students. Regardless of your teaching discipline or grade level, whether you are a pre-service teacher or veteran educator, this book will engage and reinvigorate the way you teach and how your students learn!

Anbieter: buecher
Stand: 01.04.2020
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Neural Network based Steganography Approach
49,90 € *
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Steganography is the art of secret communication between two parties that not only conceals the contents of a message, but also its existence. Steganography can be used in many applications. In commercial sector, data hiding techniques can be used to enforce copyright on a digital medium. The access control information can be embedded inside the digital medium which can eventually be verified by the media player before playing the file.

Anbieter: Dodax
Stand: 01.04.2020
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A Subscription-based Multi-user Digital Signage...
49,00 € *
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Digital signage is the new media advertising medium. It is defined as an out-of-home advertising and outputs information on electronic output devices like LCD screens, plasmas, large electronic panels. Digital signage has helped in creating new advertising techniques to get the message across in a way that static posters and billboards never could. It is the future of outdoor and indoor public advertising medium and will shortly replace the traditional advertising media. The displays can consist of text, images, animations or video with or without sound. The current systems have a player connected offline to the displays or a computer connected through a network to display digital contents. Content management is usually done from the main central server often referred to as the Network Operating Center (NOC) or the digital contents are manually updated on the players where offline modes are used. This work describes creation of business models for a subscription based networked digital signage system with digital content management made easier for customers to administer.

Anbieter: Dodax
Stand: 01.04.2020
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SIGNTIUM
49,00 € *
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The project Signtium is a unique approach for hand gesture recognition. It uses a mediocre web camera and Intel Pentium based personal computer to recognize gestures. The text presents the details of the line of action for making the computer acquire the hand, distinguish between the direction of movements of hand and shapes a hand makes by fingers. The algorithm implemented employs the digital image processing techniques and computer surmises to gestures by artificial intelligence using neural network. The project features mainly three applications: Firstly it controls the windows programs that include games, media player and other applications. Secondly, it takes its approach towards robotics and last but not least it controls a household practice that is controlling appliances. All the applications were a part of demonstration. Signtium is implemented in C++ using OpenCV libraries. The core of this report enumerates some techniques and describes the mechanism of working of the project Signtium.

Anbieter: Dodax
Stand: 01.04.2020
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Steganography and Steganalysis of JPEG Images
59,00 € *
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Steganography is the art of secret communication between two parties that not only conceals the contents of a message, but also its existence. Steganography has advantages over cryptography since message can be communicated to the desired recipient without raising any suspicion. Steganalysis attempts to detect the existence of embedded data in a steganographically altered cover file. This book describes three JPEG steganography algorithms and one steganalysis algorithm. The steganography algorithms are primarily based on restoring the statistics of a JPEG image after embedding data in them which results in low detection rate as compared to other existing algorithms. The steganalysis algorithm uses second order statistical features along with machine learning to train and predict if an image contains embedded message. Steganography can be used in many applications. In commercial sector, data hiding techniques can be used to enforce copyright on a digital medium. The access control information can be embedded inside the digital medium which can eventually be verified by the media player before playing the file.

Anbieter: Dodax
Stand: 01.04.2020
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Music Visualization
29,00 € *
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High Quality Content by WIKIPEDIA articles! Music visualization, a feature found in some media player software, generates animated imagery based on a piece of recorded music. The imagery is usually generated and rendered in real time and synchronized with the music as it is played. Visualization techniques range from simple ones (e.g., a simulation of an oscilloscope display) to elaborate ones, which often include a plurality of composited effects. The changes in the music's loudness and frequency spectrum are among the properties used as input to the visualization.

Anbieter: Dodax
Stand: 01.04.2020
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Yasunao Tone
34,00 € *
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Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online.Yasunao Tone is a Japanese artist who has worked with many different types of media throughout his career. He was born in Tokyo, Japan in 1935, and he graduated from Chiba Japanese National University in 1957, majoring in Japanese literature. He became active in the Fluxus movement in the 1960s and moved to the United States in 1972. He organized and participanted in many noise music performance groups such as Group Ongaku, Hi-Red Center, Team Random (the first computer art group organized in Japan). Yasunao Tone is known mostly for his musical work, much of which relies on unconventional techniques. Tone began manipulating compact disks to achieve uniquely mangled sounds in the early 1980s. For his 1985 album, Solo for Wounded CD, he damaged audio CDs and used the information that a CD player was able to extract from those discs to create new pieces.

Anbieter: Dodax
Stand: 01.04.2020
Zum Angebot
Gamify Your Classroom
127,95 € *
ggf. zzgl. Versand

This book is a field guide on how to implement game-based learning and "gamification" techniques to the everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field, including: James Paul Gee (Author, What Video Games Have to Teach Us about Learning and Literacy ), Henry Jenkins (Provost Professor at University of Southern California), Katie Salen (Founder, Institute of Play), Bernie DeKoven (Author, A Playful Path ), Richard Bartle (Bartle's Player Type Theory), Kurt Squire (Games + Learning + Society Center), Jessica Millstone (Joan Ganz Cooney Center), Dan White (Filament Games), Erin Hoffman (GlassLab Games), Jesse Schell (Schell Games/Professor at Carnegie Mellon), Tracy Fullerton (University of Southern California Game Innovation Lab), Alan Gershenfeld (E-Line Media), Noah Falstein (Chief Game Designer, Google), Valerie Shute (Professor at Florida State University), Lee Sheldon (Author, The Multiplayer Classroom ), Robert J. Torres (Bill & Melinda Gates Foundation), Asi Burak (President, Games for Change), Toby Rowland (MangaHigh), Jocelyn Leavitt (Hopscotch), Krishna Vedati (Tynker), and researchers at BrainPOP and designers from Electric Funstuff (Mission U.S. games). Each chapter concludes with practical lesson plan ideas, games to play (both digital and tabletop), and links to research further. Much of the book draws on the author's experiences implementing games with his middle school students. Regardless of your teaching discipline or grade level, whether you are a pre-service teacher or veteran educator, this book will engage and reinvigorate the way you teach and how your students learn!

Anbieter: Dodax
Stand: 01.04.2020
Zum Angebot