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Programming --- Computer architecture. Operating systems --- System design --- Computer architecture --- Application software --- -Business --- -681.3*J --- -681.3 --- Applicatiesoftware : ontwikkeling --- Computerarchitectuur --- Systeemontwerp --- 005.1 --- Trade --- Economics --- Management --- Commerce --- Industrial management --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Architecture, Computer --- Design, System --- Systems design --- Electronic data processing --- System analysis --- Development --- Data processing --- Computer applications --- Business --- Computer architecture. --- System design. --- Development. --- Data processing. --- 681.3*J Computer applications --- 681.3 --- 681.3*J --- Development of application software --- System Design --- Application software - Development --- Business - Data processing
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Virtual environments (VE) are human-computer interfaces in which the computer creates a sensory-immersing environment that interactively responds to and is controlled by the behaviour of the user. Since these technologies will continue to become more reliable, more resolute and more affordable, it's important to consider the advantages that VEs may offer to support business processes. The term 'synthetic world' refers to a subset of VEs, having a large virtual landscape and a set of rules that govern the interactions among participants. Currently, the primary motivators for participation in these synthetic worlds appear to be fun and novelty. As the novelty wears off, synthetic worlds will need to demonstrate a favourable value proposition if they are to survive. In particular, non-game-oriented worlds will need to facilitate business processes to a degree that exceeds their substantial costs for development and maintenance. Working Through Synthetic Worlds explores a variety of different tasks that might benefit by being performed within a synthetic world. The editors use a distinctive format for the book, consisting of a set of chapters composed of three parts: ¢ a story or vignette that describes work conducted within a synthetic world based loosely on the question, 'what will work be like in the year 2025?', founded on the expert authors' expectations of plausible future technologies ¢ a scholarly review of the technologies described by the stories and the current theories related to those technologies ¢ a prescription for future research required to bridge the current state-of-the-art with the notional worlds described in the stories. The book will appeal to undergraduate and graduate students, professors, scientists and engineers, managers in high-tech industries and software developers.
Human-computer interaction --- Virtual reality in management --- Virtual reality --- Technological innovations --- Forecasting. --- Management --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User-centered system design --- User interfaces (Computer systems)
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Kunnen de computerwetenschappers bijdragen aan een oplossing van sociale problemen? Kan logica gebruikt worden om sociale interactie te modelleren? Zijn er regels op te stellen om groepen met afwijkende voorkeuren tot redelijke besluiten te laten komen?. Discourses on Social Software biedt de lezer een ideale inleiding op (nog nieuwe) gebied van sociale software. Het toont in detail de vele manieren waarin de schijnbaar abstracte wetenschappen van logica en computerwetenschap aan het werk kunnen worden gezet om eigentijdse sociale problemen te analyseren en op te lossen. Door de ongebruikelijk
Ethnicity -- History -- To 1500. --- History, Ancient. --- Applied marketing --- Regional documentation --- Netherlands --- Computer software --- Human-computer interaction. --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User-centered system design --- User interfaces (Computer systems) --- Software, Computer --- Computer systems --- Development --- Social aspects.
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Dit boek vertelt over de zoektocht naar intelligente computers en robots, een van de grootste wetenschappelijke zoektochten van onze tijd. Aan de hand van het werk en het dramatische leven van Alan Turing laat Turings Tango ons nadenken over de relatie tussen mens en computr. Waarin verschilt het menselijke brein van het elektronische brein ? De Britse wiskundige Alan Turing stond aan de wieg van de kunstmatige intelligentie. (Bron: covertekst.)
Artificial intelligence. --- Human-computer interaction. --- Artificial intelligence --- Human-computer interaction --- Kunstmatige intelligentie --- Turing, Alan --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User-centered system design --- User interfaces (Computer systems) --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- 670 --- computer --- intelligentie --- informatica --- informatique
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