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Undergraduate Research in Online, Virtual, and Hybrid Courses: Proactive Practices for Distant Students


Co-published with and With the growing interest in undergraduate research as a high-impact practice, and the recognition that college education is increasingly moving online, this book – the first to do so – provides a framework, guidance from pioneering practitioners, and a range of examples across disciplines on how to engage remote students in research.Two foundational chapters set the scene. For those new to incorporating undergraduate research in their courses, the opening chapter provides an introduction to its evolution and practice, and reviews the evidence of its benefits for students, faculty, and institutions. The second addresses the benefit that undergraduate research can bring to online learning and provides an overview of the ways research can be incorporated into online and virtual courses to meet the course and student learning objectives. The remaining chapters illustrate implementation of undergraduate research in courses across many disciplines. They address thematic issues related to the work and its effects on students, such as transitioning them from users of, to active participants in, research; and consideration of the technological tools needed to support students in a virtual environment. The contributors, some of whom have been implementing these practices for some years, offer important insights and expertise.While the examples range across the behavioral sciences, business, education, the health professions, the humanities, social sciences, and STEM, readers will find much of value and inspiration from reading the chapters beyond their disciplines.

Using and Administering an Apollo Network (Computer Science Series)


A user's guide to exploiting the features of the Apollo range of workstations, especially in the scientific and technical context. Written by a team of authors consisting of academics and specialists working for the manufacturers.

Using Video to Foster Teacher Development: Improving Professional Practice through Adaptation and Reflection


Featuring an international team of education researchers and practitioners, this edited volume demonstrates various ways in which the use of video recordings can shed light on and improve teaching processes in the classroom environment.Providing a novel and global approach to this burgeoning area of research, chapters highlight how authentic video clips can be used systematically in both teacher education and professional development programs to ensure lifelong professional reflection and growth for teachers. Through detailed insight into research projects where teachers and teacher educators use video to improve practice, the book provides a research-based response to why and how videos can be used to raise instructional quality and discuss key issues in the field.Exploring findings from empirically based research combined with everyday practices, the volume will ultimately serve as a solid and inspiring introduction to the growing body of research on the use of video in teacher learning for educational researchers and educators interested in teaching and teaching practices, as well as practitioners in the fields of teacher education and teachers’ professional development.

Video Theories: A Transdisciplinary Reader (International Texts in Critical Media Aesthetics)


Breaking new ground as the first transdisciplinary reader on video theory, Video Theories is a resource that will form the basis for further research and teaching. With video regarded as a ubiquitous medium, it's surprising that video theory as an academic discipline has not yet been established in comparison to the more canonized theories of photography, film, and television. This “video gap” in media theory is remarkable considering today's omnipresence of the medium through online video portals (such as Youtube, Vimeo, Snapchat or Instagram). Video technologies address us in our everyday online tasks, and they have opened up and superseded text-based web browsers in many aspects.Consisting of a selection of annotated source texts and chapter introductions written by the editors, this book takes into account fifty years of scholarly and artistic reflections on the topic, representing an intergenerational and international set of voices. This is also accompanied by a timeline to help contextualize and frame the techno-cultural developments of video since the analog days. Theorists and artists old and new, like Jacques Derrida, Marshall Mcluhan, Jean-Luc Godard and Paul Virilio, are joined together in this unique collection with almost half the work translated into English for the first time. This transdisciplinary reader offers a conceptual framework for diverging and contradictory viewpoints, following up the continuous transformations of what was / is / will be video.

War Games: Memory, Militarism and the Subject of Play


Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences.This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?

What AI Can Do: Strengths and Limitations of Artificial Intelligence


The philosopher Spinoza once asserted that no one knows what a body can do, conceiving an intrinsic bodily power with unknown limits. Similarly, we can ask ourselves about Artificial Intelligence (AI): To what extent is the development of intelligence limited by its technical and material substrate? In other words, what can AI do? The answer is analogous to Spinoza’s: Nobody knows the limit of AI. Critically considering this issue from philosophical, interdisciplinary, and engineering perspectives, respectively, this book assesses the scope and pertinence of AI technology and explores how it could bring about both a better and more unpredictable future. What AI Can Do highlights, at both the theoretical and practical levels, the cross-cutting relevance that AI is having on society, appealing to students of engineering, computer science, and philosophy, as well as all who hold a practical interest in the technology.

WhatsApp and Everyday Life in West Africa: Beyond Fake News


WhatsApp is the most popular messaging platform in over 80% of countries in West Africa, and a daily port of call for a wide range of information and services. This edited collection seeks to examine the impact that this transformative technology has had beyond the much-discussed role it has played in the spread of misinformation, and explore more widely the fundamental changes that WhatsApp has brought to many citizens' lives in social, economic and political contexts.Ranging across subjects including political organisation, religious practice, and family relations, each author in this volume brings direct knowledge and testimony of the impact of WhatsApp across West African society.

Wissensrepräsentation in Expertensystemen: Workshop, Herrenberg, 16.–18. März 1987 Proceedings (Informatik-Fachberichte #172)


Das Buch enthält die Beiträge des Workshops "Wissensrepräsentation in Expertensystemen", der vom 16. bis 18.3.1987 von der IBM Deutschland GmbH in Herrenberg durchgeführt wurde. Wissensrepräsentation ist für viele Anwendungen der Künstlichen Intelligenz von zentraler Bedeutung. Bei der Umsetzung von Ergebnissen der Forschung in Anwendungen wird die Wissensrepräsentation wegen ihrer Verankerung in so verschiedenen Gebieten wie Logik, Linguistik und Psychologie unübersichtlich. Es gibt keine einheitliche Systematisierung. Hinzu kommt, daß die Probleme der Wissensrepräsentation erst an größeren Anwendungen in ihrer vollen Tragweite erkennbar werden. In dem Workshop wurde daher versucht, das Thema interdisziplinär und systematisch zu behandeln. Dabei ging es weniger um die Darstellung von Projekten, bei denen die Wissensrepräsentation meistens nur peripher und unter spezifischen Projektaspekten diskutiert wird, sondern um eine gezielte Thematisierung der zentralen Fragestellungen in aufeinander abgestimmten Abschnitten: Orientierung und Grundlagen, Sprachen und Methoden der Wissensrepräsentation, Spezifische Teilprobleme (Raum- und Zeitaspekte), Wissenserwerb und Wissensverarbeitung. Das Buch stellt in konzentrierter Form Beiträge von herausragenden Forschern auf diesem Gebiet zusammen.

Women in Classical Video Games (IMAGINES – Classical Receptions in the Visual and Performing Arts)


Despite the prevalence of video games set in or inspired by classical antiquity, the medium has to date remained markedly understudied in the disciplines of classics and ancient history, with the role of women in these video games especially neglected. Women in Classical Video Games seeks to address this imbalance as the first book-length work of scholarship to examine the depiction of women in video games set in classical antiquity. The volume surveys the history of women in these games and the range of figures presented from the 1980s to the modern day, alongside discussion of issues such as historical accuracy, authenticity, gender, sexuality, monstrosity, hegemony, race and ethnicity, and the use of tropes. A wide range of games of different types and modes are discussed, with particular attention paid to the Assassin's Creed franchise's 21st-century ventures into classical antiquity (first in Origins (2017), set in Hellenistic Egypt, and then in Odyssey (2018), set in classical Greece), which have caught the imagination not only of gamers, but also of academics, especially in relation to their accompanying educational Discovery Modes. The detailed case studies presented here form a compelling case for the indispensability of the medium to both reception studies and gender studies, and offer nuanced answers to such questions as how and why women are portrayed in the ways that they are.

World Yearbook of Education 2024: Digitalisation of Education in the Era of Algorithms, Automation and Artificial Intelligence (World Yearbook of Education)


Providing a comprehensive, global overview of the digitalisation of education, the World Yearbook of Education 2024 examines the ways advanced digital technologies are transforming educational practices, institutions and policy processes.Establishing a critical research agenda for analysing the digitalisation of education, the carefully selected chapters in this collection interrogate the current impacts of new digital technologies, emerging controversies over emerging data practices and future implications of algorithmic systems, automated decision-making and AI in education. Organised into four sections, the contributions in the collection examine the following: The historical, scientific and technical foundations of contemporary digitalisation in education The political and economic dynamics that underpin the education technology industry and new platform models of education How algorithms, automation and AI support new modes of data-driven governance and control of education systems Controversies over the inequitable effects of digitalisation in education, and proposals for data justice, ethics and regulation This resource is ideal reading for researchers, students, educational practitioners and policy officials interested in understanding the future of digital technologies in education.

YouTube and Music: Online Culture and Everyday Life (New Approaches to Sound, Music, and Media)


YouTube has afforded new ways of documenting, performing and circulating musical creativity. This first sustained exploration of YouTube and music shows how record companies, musicians and amateur users have embraced YouTube's potential to promote artists, stage performances, build artistic (cyber)identity, initiate interactive composition, refresh music pedagogy, perform fandom, influence musical tourism and soundtrack our everyday lives. Speaking from a variety of perspectives, musicologists, film scholars, philosophers, new media theorists, cultural geographers and psychologists use case studies to situate YouTube as a vital component of contemporary musical culture. This book works together with its companion text Remediating Sound: Repeatable Culture, YouTube and Music.

ZigBee Network Protocols and Applications


Compared with other wireless communication technologies, such as Bluetooth, WiFi, and UWB, ZigBee is a far more reliable, affordable, and energy-efficient option. It is also the only global wireless communication standard for easily deployed, low-power consumption products.ZigBee Network Protocols and Applications provides detailed descriptions of

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