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Advancing Digital Humanities; Research, Methods, Theories

Advancing Digital Humanities; Research, Methods, Theories By Paul Longley Arthur, Katherine Bode
English | PDF | 2014 | 348 Pages | ISBN : 1137337001 | 5.23 MB
Advancing Digital Humanities moves beyond definition of this dynamic and fast growing field to show how its arguments, analyses, findings and theories are pioneering new directions in the humanities globally.
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Category: E-Book
Advancing Wood Architecture: A Computational Approach
Advancing Wood Architecture: A Computational Approach
Achim Menges, Tobias Schwinn, Oliver David Krieg
English | ISBN: 1138932981, 113893299X | 2016 | EPUB | 258 pages | 37,4 MB
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Category: E-Book
The Digital Patient: Advancing Healthcare, Research, and Education

The Digital Patient: Advancing Healthcare, Research, and Education
(Wiley Series in Modeling and Simulation) by C. D. Combs, John A. Sokolowski, Catherine M. Banks
2016 | ISBN: 1118952758 | English | 336 pages | PDF | 19 MB
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Advancing Scientific Research in Education

National Research Council, "Advancing Scientific Research in Education"
2004 | pages: 137 | ISBN: 030909321X | PDF | 4,3 mb

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Plasma Science: Advancing Knowledge in the National Interest

Plasma Science: Advancing Knowledge in the National Interest
Plasma 2010 Committee, Plasma Science Committee, Board on Physics and Astronomy, Division on Engineering and Physical Sciences, National Research Council
2007 | ISBN: 0309109434 | 280 pages | PDF | 10,2 MB

As part of its current physics decadal survey, Physics 2010, the NRC was asked by the DOE, NSF, and NASA to carry out an assessment of and outlook for the broad field of plasma science and engineering over the next several years. The study was to focus on progress in plasma research, identify the most compelling new scientific opportunities, evaluate prospects for broader application of plasmas, and offer guidance to realize these opportunities.
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Game Usability: Advancing the Player Experience By Katherine Isbister, Noah Schaffer
2008 | 370 Pages | ISBN: 0123744474 | PDF | 4 MB

Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface-they liked this-it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful-think about the first Macintosh computers-took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games.
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