165 resultados para Pervasive Games


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Technopopular culture such as computer games immerses young people in highly complex and engaging worlds, worlds in which literacy and communicative practices are significantly reconfigured and extended by the contexts in which they occur. This paper reports on a study exploring the textual engagement, pleasures and literacies entailed in playing on line computer games amongst a group of young people aged 15-16. It explores the ways in which these young people read and utilised intersections between traditional print-based text, visual images, symbols, sound, interactivity and other elements to play and make sense of a range of Real Time Strategy and Role Playing Computer Games; the place of games and gaming amongst other text-based leisure activities in their lives; and issues of interpretation, representation and response entailed in playing with real or virtual partners in cyberspace.

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In this paper, an example of pervasive computing in restaurant, a wireless web-based ordering system is presented. By using mobile devices such as Personal Digital Assistants (PDA) and WebPad, customers can get many benefits when making orders in restaurants. With this system, customers get faster and better services, restaurant staff cooperate more efficiently with less working mistakes, and enterprise owners thus receive more business profits. This system has multi-tiered web-based system architecture with good integration and scalability features, and is client device operating system fully independent. Details of design and implementation of this system are presented.

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This special issue is in response to the increasing convergence between grids and pervasive computing, while different approaches exist, challenges and opportunities are numerous in this context (Parashar and Pierson, to appear). The research papers selected for this special issue represent recent progresses in the field, including works on mobile ad-hoc grids, service and data discovery, context-aware application building and context accuracy, and communication. All of these papers not only provide novel ideas and state-of-the-art techniques in the field, but also stimulate future research in the Pervasive Grid environment.

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The need for literacy and the English curriculum to attend to digital literacies in the twenty-first century is well established. Although studies in digital literacies have examined the inclusion of computer games in schools, there has not been an extended study of English teachers incorporating computer games into their teaching and learning through action research projects. This paper outlines the structure and progress of a research project exploring the uses of computer games in English classrooms. We argue that much can be learned about the teaching of both print and digital literacies from examining computer games and young people's engagement in online digital culture in the world beyond school.

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In addition to an increase in visitors to Sydney and movement to and from Olympic venues, many activities and attractions are planned throughout the Sydney metropolitan area for the period of the Sydney 2000 Olympic and Paralympic Games. Public health planning and strategy development has been conducted at the NSW Department of Health, area health service, public health unit, and local government levels to ensure that all possible steps have been taken to mitigate public health risk.