LEADER 05566nam 22008052 450 001 9910790367403321 005 20160420101216.0 010 $a1-107-22352-0 010 $a1-139-50775-3 010 $a1-280-77501-7 010 $a9786613685407 010 $a1-139-51729-5 010 $a1-139-03112-0 010 $a1-139-51472-5 010 $a1-139-51379-6 010 $a1-139-51637-X 010 $a1-139-51822-4 035 $a(CKB)2670000000205248 035 $a(EBL)944691 035 $a(OCoLC)796383836 035 $a(SSID)ssj0000689377 035 $a(PQKBManifestationID)11396707 035 $a(PQKBTitleCode)TC0000689377 035 $a(PQKBWorkID)10614750 035 $a(PQKB)10690140 035 $a(UkCbUP)CR9781139031127 035 $a(Au-PeEL)EBL944691 035 $a(CaPaEBR)ebr10578208 035 $a(CaONFJC)MIL368540 035 $a(MiAaPQ)EBC944691 035 $a(EXLCZ)992670000000205248 100 $a20110222d2012|||| uy| 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aGames, learning, and society $elearning and meaning in the digital age /$fedited by Constance Steinkuehler, Kurt Squire, Sasha Barab$b[electronic resource] 210 1$aCambridge :$cCambridge University Press,$d2012. 215 $a1 online resource (xxi, 464 pages) $cdigital, PDF file(s) 225 1 $aLearning in doing : social, cognitive and computational perspectives 300 $aTitle from publisher's bibliographic system (viewed on 05 Oct 2015). 311 $a0-521-14452-3 311 $a0-521-19623-X 320 $aIncludes bibliographical references and index. 327 $aMachine generated contents note: Part I. Games as Designed Experience: 1. Videogames as designed experience: section one Kurt Squire; 2. Designed cultures Kurt Squire; 3. Theme is not meaning: who decides what a game is about? Soren Johnson; 4. Our cheatin' hearts Soren Johnson; 5. Playing the odds Soren Johnson; 6. Nurturing lateral leaps in game design Nathan McKenzie; 7. Uncharted 2: among thieves - how to become a hero Drew Davidson and Richard Lemarchand; 8. Interview with harmonix Greg Lopiccolo, Kurt Squire and Sarah Chu; 9. Yomi: spies of the mind David Sirlin; Part II. Games as Emergent Culture: 10. Videogames as emergent culture: section two Constance Steinkuehler; 11. Nurturing affinity spaces and game-based learning James Paul Gee and Elisabeth Hayes; 12. Apprenticeship in massively multiplayer online games Constance Steinkuehler and Yoonsin Oh; 13. Theorycrafting: the art and science of using numbers to interpret the world Trina Choontanom and Bonnie Nardi; 14. Culture and community in a virtual world for young children Rebecca W. Black and Stephanie M. Reich; 15. Culture vs. architecture: second life, sociality, and the human Thomas M. Malaby; 16. Participatory media spaces: a design perspective on learning with media and technology in the twenty-first century Erica Rosenfeld Halverson; Part III. Games as a Twenty-First-Century Curriculum: 17. Videogames as a twenty-first-century curriculum: section three Sasha Barab; 18. Prediction and explanation as design mechanics in conceptually integrated digital games to help players articulate the tacit understandings they build through gameplay Douglas B. Clark and Mario Martinez-Garza; 19. Game-based curricula, personal engagement, and the modern prometheus design project Sasha Barab, Patrick Pettyjohn, Melissa Gresalfi and Maria Solomou; 20. Discovering familiar places: learning through mobile place-based games Bob Coulter, Eric Klopfer, Josh Sheldon and Judy Perry; 21. Developing game fluencies with scratch: realizing game design as an artistic process Yasmin B. Kafai and Kyle A. Peppler; 22. 'Freakin' hard': game design and issue literacy Colleen Macklin and John Sharp; 23. Models of situated action: computer games and the problem of transfer David Williamson Shaffer. 330 $aThis volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age. 410 0$aLearning in doing. 517 3 $aGames, Learning, & Society 606 $aVideo games$xStudy and teaching 606 $aVideo games$xPsychological aspects 606 $aLearning, Psychology of 606 $aVideo games$xDesign 606 $aVideo games$xSocial aspects 615 0$aVideo games$xStudy and teaching. 615 0$aVideo games$xPsychological aspects. 615 0$aLearning, Psychology of. 615 0$aVideo games$xDesign. 615 0$aVideo games$xSocial aspects. 676 $a794.8 686 $aPSY000000$2bisacsh 702 $aSteinkuehler$b Constance$f1970- 702 $aSquire$b Kurt 702 $aBarab$b Sasha A. 801 0$bUkCbUP 801 1$bUkCbUP 906 $aBOOK 912 $a9910790367403321 996 $aGames, learning, and society$93852884 997 $aUNINA LEADER 02548nam 22004455 450 001 9910485025003321 005 20220916201316.0 010 $a3-030-40410-2 024 7 $a10.1007/978-3-030-40410-9 035 $a(CKB)4100000010480449 035 $a(MiAaPQ)EBC6125905 035 $a(DE-He213)978-3-030-40410-9 035 $a(PPN)24322995X 035 $a(EXLCZ)994100000010480449 100 $a20200228d2020 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aOptimization for robot modelling with MATLAB /$fHazim Nasir Ghafil, Károly Jármai 205 $a1st edition 2020. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2020. 215 $a1 online resource (229 pages) 300 $aIncludes index. 311 1 $a3-030-40409-9 327 $aChapter 1 - Introduction -- Chapter 2 - Optimization -- Chapter 3 - Spatial representations -- Chapter 4 - Manipulator kinematics -- Chapter 5 - The Manipulator Jacobian -- Chapter 6 - Path and trajectory planning -- Chapter 7 - Dynamics -- Chapter 8 - Structural optimization and stiffness analysis -- Chapter 9 - Kinematic Synthesis. 330 $aThis book addresses optimization in robotics, in terms of both the configuration space and the metal structure of the robot arm itself; and discusses, describes and builds different types of heuristics and algorithms in MATLAB. In addition, the book includes a wealth of examples and exercises. In particular, it enables the reader to write a MATLAB code for all the related problems in robotics. The book also offers detailed descriptions of and builds from scratch several types of optimization algorithms using MATLAB and simplified methods, especially for inverse problems and avoiding singularities. Each chapter features examples and exercises to enhance the reader?s comprehension. Accordingly, the book offers the reader a better understanding of robot analysis from an optimization standpoint. 606 $aRobotics$xMathematical models 615 0$aRobotics$xMathematical models. 676 $a629.892 700 $aGhafil$b Hazim Nasir$4aut$4http://id.loc.gov/vocabulary/relators/aut$01225782 702 $aJa?rmai$b Ka?roly$4aut$4http://id.loc.gov/vocabulary/relators/aut 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910485025003321 996 $aOptimization for Robot Modelling with MATLAB$92845991 997 $aUNINA