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Mobile Services for Toy Computing Softcover reprint of the original 1st ed. 2015 [Mīkstie vāki]

  • Formāts: Paperback / softback, 192 pages, height x width: 235x155 mm, weight: 3168 g, 105 Illustrations, color; 5 Illustrations, black and white; VIII, 192 p. 110 illus., 105 illus. in color., 1 Paperback / softback
  • Sērija : International Series on Computer, Entertainment and Media Technology
  • Izdošanas datums: 22-Oct-2016
  • Izdevniecība: Springer International Publishing AG
  • ISBN-10: 3319353756
  • ISBN-13: 9783319353753
  • Mīkstie vāki
  • Cena: 46,91 €*
  • * ši ir gala cena, t.i., netiek piemērotas nekādas papildus atlaides
  • Standarta cena: 55,19 €
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  • Formāts: Paperback / softback, 192 pages, height x width: 235x155 mm, weight: 3168 g, 105 Illustrations, color; 5 Illustrations, black and white; VIII, 192 p. 110 illus., 105 illus. in color., 1 Paperback / softback
  • Sērija : International Series on Computer, Entertainment and Media Technology
  • Izdošanas datums: 22-Oct-2016
  • Izdevniecība: Springer International Publishing AG
  • ISBN-10: 3319353756
  • ISBN-13: 9783319353753

The goal of this book is to crystallize the emerging mobile computing technologies and trends by focusing on the most promising solutions in services computing. The book will provide clear proof that mobile technologies are playing an increasingly important and critical role in supporting toy computing. The goal of this book is to bring together academics and practitioners to describe the use and synergy between the above-mentioned technologies.

This book is intended for researchers and students working in computer science and engineering, as well as toy industry technology providers, having particular interests in mobile services.

Introduction to Toy Computing.- Toy Computing Background.- Mobile Computing Toys: Marketing Challenges and Implications.- Toys and Mobile Applications: Current Trends and Related Security Issues.- Emerging Human-Toy Interaction Techniques with Augmented and Mixed Reality.- Advanced Sound Integration for Toy-Based Computing.- Augmented Reality for Mobile Service of Film-Induced Tourism App.- Privacy Requirements in Toy Computing.- Case Study: Approaching the Learning of Kanji through Augmented Toys in Japan.