LEADER 00883cam0 22002531 450 001 SOBE00020325 005 20111201123830.0 100 $a20111201d1984 |||||ita|0103 ba 101 $aita 102 $aIT 200 1 $aAssiologia e stile$fGianluigi Palombella 210 $a[Milano]$cGiuffrè$d[1984?] 215 $a[511]-519 p.$d24 cm 300 $aEstr. da: Rivista internazionale di filosofia del diritto, 4. Serie, 61 (luglio/settembre 1984) 700 1$aPalombella$b, Gianluigi$3AF00010359$4070$0148411 801 0$aIT$bUNISOB$c20111201$gRICA 850 $aUNISOB 852 $aUNISOB$j340.1|Opusc$m154150 912 $aSOBE00020325 940 $aM 102 Monografia moderna SBN 941 $aM 957 $a340.1|Opusc$b000058$gSI$d154150$rdono$1catenacci$2UNISOB$3UNISOB$420111201105815.0$520111201110001.0$6catenacci 996 $aAssiologia e stile$91719551 997 $aUNISOB LEADER 04997nam 2200673Ia 450 001 9910452204903321 005 20200520144314.0 010 $a1-61761-178-6 035 $a(CKB)2550000001041174 035 $a(EBL)3018163 035 $a(SSID)ssj0000835113 035 $a(PQKBManifestationID)11462240 035 $a(PQKBTitleCode)TC0000835113 035 $a(PQKBWorkID)10989820 035 $a(PQKB)10386163 035 $a(MiAaPQ)EBC3018163 035 $a(Au-PeEL)EBL3018163 035 $a(CaPaEBR)ebr10659085 035 $a(OCoLC)923657371 035 $a(EXLCZ)992550000001041174 100 $a20091009d2010 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 00$aComputer games$b[electronic resource] $elearning objectives, cognitive performance and effects on development /$fAgustin Soria and Julian Maldonado, editors 210 $aNew York $cNova Science Publisher's$dc2010 215 $a1 online resource (219 p.) 225 0 $aComputer science, technology and applications series 300 $aDescription based upon print version of record. 311 $a1-60876-658-6 320 $aIncludes bibliographical references and index. 327 $a""COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT ""; ""COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT ""; ""CONTENTS ""; ""PREFACE ""; ""EDUTAIN@GRID: A RESOURCE MANAGEMENTPLATFORM FOR MASSIVELY MULTIPLAYERONLINE GAMES""; ""Abstract""; ""1. Introduction""; ""2. Model""; ""2.1. Game Application Model""; ""2.2. Game Load Complexity Model""; ""2.3. Game Hosting Model""; ""2.4. Complete Game Ecosystem Model""; ""3. Architecture""; ""4. Monitoring""; ""4.1. Real-Time Metrics""; ""4.2. Monitored Entities"" 327 $a""4.2.1. Host Entity""""4.2.2. Game Process Entity""; ""4.2.3.Game Local Session Entity""; ""4.3. Monitoring Method""; ""5. Load Prediction""; ""5.1. Predictor Families""; ""5.2. Prediction Method""; ""5.3. Neural Network-Based Prediction""; ""5.3.1. Preprocessor""; ""5.3.2. Signal Expander""; ""5.3.3. Neural Network""; ""5.3.4. Postprocessor""; ""5.3.5. Utilisation""; ""5.3.6. Complexity Analysis""; ""5.4. Implementation""; ""5.5. Distributed FPS Game Simulator""; ""5.6. Neural Network Tuning""; ""5.6.1. Network Type""; ""5.6.2. Network Structure""; ""5.6.3. Transfer Function"" 327 $a""5.6.4. Signal Expanding""""5.7. Prediction Results""; ""6. Capacity Management""; ""6.1. Processor Load Model""; ""6.2. Memory Load Model""; ""6.3. Network Load Model""; ""6.4. General Load Model""; ""7. Resource Allocation""; ""8. Conclusions""; ""References""; ""A STRATEGY FOR ANALYZING DIGITALEPISTEMIC GAMES""; ""Abstract""; ""Introduction""; ""Game Categorization""; ""Epistemic Patterns""; ""Pattern List""; ""Arranging""; ""Assigning""; ""Collecting""; ""Comparing""; ""Composing""; ""Filtering""; ""Linking""; ""Probing""; ""Searching""; ""Selecting"" 327 $a""Analysis of Games Using These Patterns""""Adventures of Lolo""; ""Bejeweled""; ""Blocksum""; ""Bookworm""; ""Civilization IV""; ""The Incredible Machine""; ""Legend of Zelda: Ocarina of Time""; ""Myst""; ""Pacman""; ""Step-By-Step""; ""Tetris""; ""Conclusion""; ""References""; ""PATTERNS OF DIGITAL GAME PLAYING IN EARLY ADOLESCENCE: RELATIONS TO DEPRESSED MOOD ""; ""Abstract ""; ""Introduction ""; ""Digital Game Playing and Emotion Regulation""; ""Patterns of Playing Digital Games and Depressed Mood""; ""The Current Study""; ""Methods""; ""Participants""; ""Study Procedure""; ""Measures"" 327 $a""Results""""Descriptive Results""; ""Digital Game Playing Patterns""; ""Digital Game Playing Patterns and Depressed Mood""; ""Conclusion ""; ""Acknowledgements""; ""References""; ""VIDEO GAMES FOR HEALTH:DESIGN STRATEGIESFOR MAXIMIZING LEARNING""; ""Abstract""; ""Introduction""; ""Scope of this Chapter""; ""Video Games for Learning""; ""Video Games for Health""; ""Concrete Versus Conceptual Games""; ""Learning Theory and Health Game Design""; ""The Example of Re-Mission""; ""Symbolic Self Modeling in Re-Mission""; ""Other Learning Principles in Re-Mission""; ""Conclusion""; ""References"" 327 $a""DREAMS AND VIDEO GAME PLAY"" 410 0$aComputer Science, Technology and Applications 606 $aComputer games$xProgramming 606 $aComputer games$xDesign 606 $aComputer games$xResearch 606 $aVideo games$xDesign 608 $aElectronic books. 615 0$aComputer games$xProgramming. 615 0$aComputer games$xDesign. 615 0$aComputer games$xResearch. 615 0$aVideo games$xDesign. 676 $a794.8/1526 701 $aSoria$b Agustin$f1954-$0955611 701 $aMaldonado$b Julian$0955612 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910452204903321 996 $aComputer games$92162597 997 $aUNINA