Game Data Science


Book Description

Game data science, defined as the practice of deriving insights from game data, has created a revolution in the multibillion-dollar games industry - informing and enhancing production, design, and development processes. Almost all game companies and academics have now adopted some type of game data science, every tool utilized by game developers allows collecting data from games, yet there has been no definitive resource for academics and professionals in this rapidly developing sector until now. Games Data Science delivers an excellent introduction to this new domain and provides the definitive guide to methods and practices of computer science, analytics, and data science as applied to video games. It is the ideal resource for academic students and professional learners seeking to understand how data science is used within the game development and production cycle, as well as within the interdisciplinary field of games research. Organized into chapters that integrate laboratory and game data examples, this book provides a unique resource to train and educate both industry professionals and academics about the use of game data science, with practical exercises and examples on how such processes are implemented and used in academia and industry, interweaving theoretical learning with practical application throughout.




Managing Screen Time in an Online Society


Book Description

The number of hours individuals spend in front of screens, such as smartphones, televisions, computers, and tablets, is enormous in today’s society because screen time plays a very important role in work contexts and an even more significant role in social interaction and cultural consumption. This almost compulsive relationship with screens is more evident in children and young people and can have a lasting impact on how a society approaches screen time. Managing Screen Time in an Online Society is a collection of innovative research on how screen time seduces the person to stay in the online interaction leaving her/him in a state of alienation from her/his face-to-face context. While highlighting the methods and applications of time management in the context of screen time, especially during leisure, social interaction, and cultural consumption, this book covers topics including media consumption, psychology, and social networks. This book is ideal for researchers, students, and professionals seeking emerging information on the relationship between online interaction and personal relationships.




MediaSync


Book Description

This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users’ perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences.




Automated Deduction - CADE-18


Book Description

The First CADE in the Third Millennium This volume contains the papers presented at the Eighteenth International C- ference on Automated Deduction (CADE-18) held on July 27–30th, 2002, at the University of Copenhagen as part of the Federated Logic Conference (FLoC 2002). Despite a large number of deduction-related conferences springing into existence at the end of the last millennium, the CADE conferences continue to be the major forum for the presentation of new research in all aspects of automated deduction. CADE-18 was sponsored by the Association for Auto- ted Reasoning, CADE Inc., the Department of Computer Science at Chalmers University, the Gesellschaft fur ̈ Informatik, Safelogic AB, and the University of Koblenz-Landau. There were 70 submissions, including 60 regular papers and 10 system - scriptions. Each submission was reviewed by at least ?ve program committee members and an electronic program committee meeting was held via the Int- net. The committee decided to accept 27 regular papers and 9 system descr- tions. One paper switched its category after refereeing, thus the total number of system descriptions in this volume is 10. In addition to the refereed papers, this volume contains an extended abstract of the CADE invited talk by Ian Horrocks, the joint CADE/CAV invited talk by Sharad Malik, and the joint CADE-TABLEAUX invited talk by Matthias Baaz. One more invited lecture was given by Daniel Jackson.







Grain Legumes


Book Description

​​​This book is devoted to grain legumes and include eight chapters devoted to the breeding of specific grain legume crops and five general chapters dealing with important topics which are common to most of the species in focus. Soybean is not included in the book as it is commonly considered an oil crop more than a grain legume and is included in the Oil Crops Volume of the Handbook of Plant Breeding.​Legume species belong to the Fabaceae family and are characterized by their fruit, usually called pod. Several species of this family were domesticated by humans, such as soybean, common bean, faba bean, pea, chickpea, lentil, peanut, or cowpea. Some of these species are of great relevance as human and animal food. Food legumes are consumed either by their immature pod or their dry seeds, which have a high protein content. Globally, grain legumes are the most relevant source of plant protein, especially in many countries of Africa and Latin America, but there are some constraints in their production, such as a poor adaptation, pest and diseases and unstable yield. Current research trends in Legumes are focused on new methodologies involving genetic and omic studies, as well as new approaches to the genetic improvement of these species, including the relationships with their symbiotic rhizobia.




FCC Record


Book Description







Television Broadcast Policies


Book Description