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This book constitutes the refereed proceedings of the 22nd International Conference on Logic Programming, ICLP 2006, held in Seattle, WA, USA, in August 2006. This volume presents 20 revised full papers and 6 application papers together with 2 invited talks, 2 tutorials and special interest papers, as well as 17 poster presentations and the abstracts of 7 doctoral consortium articles. Coverage includes all issues of current research in logic programming.
Over the last decade, a great amount of effort and resources have been invested in the development of Semantic Web Service (SWS) frameworks. Numerous description languages, frameworks, tools, and matchmaking and composition algorithms have been proposed. Nevertheless, when faced with a real-world problem, it is still very hard to decide which of these different approaches to use. In this book, the editors present an overall overview and comparison of the main current evaluation initiatives for SWS. The presentation is divided into four parts, each referring to one of the evaluation initiatives. Part I covers the long-established first two tracks of the Semantic Service Selection (S3) Contest...
While most books on marketing and services are readable, very few take the student's viewpoint and set out to answer the question Is it understandable? in the affirmative. This book and its pedagogy has been designed precisely with this in mind:v Design: The book has a consistency of design that is innovative, with aesthetic appeals. v Opening and Closing Cases: Every chapter begins and ends with a case. The cases introduce the primary theme and issues discussed in the chapter and closes with analytical tasks for the students. The cases are original, pertaining to Indian situations, companies and protagonists, helping the Indian students to connect.v Objectives: Every chapter has clear learn...
The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that are taking place in the game-based environments. The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), and implementing the game-based assessment (GBA) in real contexts. The current state of the field calls for a revisit of this topic to understand what we have learned from the research on this topic, and how...
Vols. 1- contain separately paged sections Journal & summaries, Acts and notifications, and Reports.