Antonio bucchiarone (37 Ergebnisse)

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Taschenbuch. Zustand: Neu. Service-Oriented Computing - ICSOC 2018 Workshops | ADMS, ASOCA, ISYyCC, CloTS, DDBS, and NLS4IoT, Hangzhou, China, November 12-15, 2018, Revised Selected Papers | Xiao Liu (u. a.) | Taschenbuch | Lecture Notes in Computer Science | xv | Englisch | 2019 | Springer | EAN 9783030176419 | Verantwortliche…Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.

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Taschenbuch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book constitutes the revised selected papers of the scientific satellite events that were held in conjunction with the 16th International Conference on Service-Oriented Computing, ICSOC 2018, held in Hangzhou, China, in November 2018.The ICSOC 2…018 workshop track consisted of six workshops on a wide range of topics that fall into the general area of service computing.A special focus this year was on Internet of Things, Data Analytics, and Smart Services:First International Workshop on Data-Driven Business Services (DDBS)First International Workshop on Networked Learning Systems for Secured IoT Services and Its Applications (NLS4IoT)8th International Workshop on Context-Aware and IoT Services (CIoTS)Third International Workshop on Adaptive Service-oriented and Cloud Applications (ASOCA2018)Third International Workshop on IoT Systems for Context-aware Computing (ISyCC)First International Workshop on AI and Data Mining for Services (ADMS).

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Taschenbuch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book constitutes the refereed proceedings of the 14th International Conference on Games and Learning Alliance, GALA 2025, held in Utrecht, The Netherlands during November 19 21, 2025.The 33 full papers and 24 short papers included in this book w…ere carefully reviewed andselected from 142 submissions. They were organized in topical sections as follows: educational science track; game design track; media and cultural studies track; technology track; application track; and short papers.

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Zustand: Sehr gut. Zustand: Sehr gut | Seiten: 508 | Sprache: Englisch | Produktart: Bücher | This book constitutes the revised selected papers of the scientific satellite events that were held in conjunction with the 16th International Conference on Service-Oriented Computing, ICSOC 2018, held in Hangzhou, China, in November 20…18. The ICSOC 2018 workshop track consisted of six workshops on a wide range of topics that fall into the general area of service computing. A special focus this year was on Internet of Things, Data Analytics, and Smart Services: First International Workshop on Data-Driven Business Services (DDBS)First International Workshop on Networked Learning Systems for Secured IoT Services and Its Applications (NLS4IoT)8th International Workshop on Context-Aware and IoT Services (CIoTS)Third International Workshop on Adaptive Service-oriented and Cloud Applications (ASOCA2018)Third International Workshop on IoT Systems for Context-aware Computing (ISyCC)First International Workshop on AI and Data Mining for Services (ADMS).

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Taschenbuch. Zustand: Neu. Games and Learning Alliance | 13th International Conference, GALA 2024, Berlin, Germany, November 20-22, 2024, Proceedings | Avo Schönbohm (u. a.) | Taschenbuch | Lecture Notes in Computer Science | xv | Englisch | 2024 | Springer | EAN 9783031782688 | Verantwortliche Person für die EU: Springer Verlag… GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.

Sprache: Englisch
Verlag: Springer Nature Switzerland, Springer Nature Switzerland, 2024
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Taschenbuch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - This volume LNCS constitutes the refereed proceedings of the 13th International Conference on Games and Learning Alliance, GALA 2024, held in Berlin, Germany during November 20-22, 2024.The 30 full papers and 15 short papers were carefully reviewed a…nd selected from 103 submissions. They focus onDesigning for Engagement; ,Sustainability and Environmental Literacy in Serious Games; Detecting Deception and Developing Leadership;Futures Literacy;Serious Games for Health and Immersive Learning.

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Taschenbuch. Zustand: Neu. Microservices | Science and Engineering | Antonio Bucchiarone (u. a.) | Taschenbuch | xii | Englisch | 2021 | Springer | EAN 9783030316488 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.
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Taschenbuch. Zustand: Neu. Domain-Specific Languages in Practice | with JetBrains MPS | Antonio Bucchiarone (u. a.) | Taschenbuch | xii | Englisch | 2022 | Springer | EAN 9783030737603 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbiet…er: preigu.

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Zustand: Hervorragend. Zustand: Hervorragend | Seiten: 448 | Sprache: Englisch | Produktart: Bücher | This volume LNCS constitutes the refereed proceedings of the 13th International Conference on Games and Learning Alliance, GALA 2024, held in Berlin, Germany during November 20-22, 2024. The 30 full papers and 15 short papers we…re carefully reviewed and selected from 103 submissions. They focus on Designing for Engagement;¿¿¿¿¿¿, Sustainability and Environmental Literacy in Serious Games; Detecting Deception and Developing Leadership; Futures Literacy; Serious Games for Health and Immersive Learning.

Sprache: Englisch
Verlag: Springer International Publishing, Springer International Publishing, 2021
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Taschenbuch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book describes in contributions by scientists and practitioners the development of scientific concepts, technologies, engineering techniques and tools for a service-based society. The focus is on microservices, i.e cohesive, independent processe…s deployed in isolation and equipped with dedicated memory persistence tools, which interact via messages.The book is structured in six parts. Part 1 'Opening' analyzes the new (and old) challenges including service design and specification, data integrity, and consistency management and provides the introductory information needed to successfully digest the remaining parts. Part 2 'Migration' discusses the issue of migration from monoliths to microservices and their loosely coupled architecture. Part 3 'Modeling' introduces a catalog and a taxonomy of the most common microservices anti-patterns and identifies common problems. It also explains the concept of RESTful conversations and presents insights from studying and developing two further modeling approaches. Next , Part 4 is dedicated to various aspects of 'Development and Deployment'. Part 5 then covers 'Applications' of microservices, presenting case studies from Industry 4.0, Netflix, and customized SaaS examples. Eventually, Part 6 focuses on 'Education' and reports on experiences made in special programs, both at academic level as a master program course and for practitioners in an industrial training.As only a joint effort between academia and industry can lead to the release of modern paradigm-based programming languages, and subsequently to the deployment of robust and scalable software systems, the book mainly targets researchers in academia and industry who develop tools and applications for microservices.

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Buch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book covers several topics related to domain-specific language (DSL) engineering in general and how they can be handled by means of the JetBrains Meta Programming System (MPS), an open source language workbench developed by JetBrains over the last 15 y…ears.The book begins with an overview of the domain of language workbenches, which provides perspectives and motivations underpinning the creation of MPS. Moreover, technical details of the language underneath MPS together with the definition of the tool's main features are discussed. The remaining ten chapters are then organized in three parts, each dedicated to a specific aspect of the topic. Part I 'MPS in Industrial Applications' deals with the challenges and inadequacies of general-purpose languages used in companies, as opposed to the reasons why DSLs are essential, together with their benefits and efficiency, and summarizes lessons learnt by using MPS. Part II about 'MPS in Research Projects' covers the benefits of text-based languages, the design and development of gamification applications, and research fields with generally low expertise in language engineering. Eventually, Part III focuses on 'Teaching and Learning with MPS' by discussing the organization of both commercial and academic courses on MPS.MPS is used to implement languages for real-world use. Its distinguishing feature is projectional editing, which supports practically unlimited language extension and composition possibilities as well as a flexible mix of a wide range of textual, tabular, mathematical and graphical notations. The number and diversity of the presented use-cases demonstrate the strength and malleability of the DSLs defined using MPS. The selected contributions represent the current state of the art and practice in using JetBrains MPS to implement languages for real-world applications.

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Buch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book describes in contributions by scientists and practitioners the development of scientific concepts, technologies, engineering techniques and tools for a service-based society. The focus is on microservices, i.e cohesive, independent processes deplo…yed in isolation and equipped with dedicated memory persistence tools, which interact via messages.The book is structured in six parts. Part 1 'Opening' analyzes the new (and old) challenges including service design and specification, data integrity, and consistency management and provides the introductory information needed to successfully digest the remaining parts. Part 2 'Migration' discusses the issue of migration from monoliths to microservices and their loosely coupled architecture. Part 3 'Modeling' introduces a catalog and a taxonomy of the most common microservices anti-patterns and identifies common problems. It also explains the concept of RESTful conversations and presents insights from studying and developing two further modeling approaches. Next , Part 4 is dedicated to various aspects of 'Development and Deployment'. Part 5 then covers 'Applications' of microservices, presenting case studies from Industry 4.0, Netflix, and customized SaaS examples. Eventually, Part 6 focuses on 'Education' and reports on experiences made in special programs, both at academic level as a master program course and for practitioners in an industrial training.As only a joint effort between academia and industry can lead to the release of modern paradigm-based programming languages, and subsequently to the deployment of robust and scalable software systems, the book mainly targets researchers in academia and industry who develop tools and applications for microservices.

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Taschenbuch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book covers several topics related to domain-specific language (DSL) engineering in general and how they can be handled by means of the JetBrains Meta Programming System (MPS), an open source language workbench developed by JetBrains over the la…st 15 years.The book begins with an overview of the domain of language workbenches, which provides perspectives and motivations underpinning the creation of MPS. Moreover, technical details of the language underneath MPS together with the definition of the tool's main features are discussed. The remaining ten chapters are then organized in three parts, each dedicated to a specific aspect of the topic. Part I 'MPS in Industrial Applications' deals with the challenges and inadequacies of general-purpose languages used in companies, as opposed to the reasons why DSLs are essential, together with their benefits and efficiency, and summarizes lessons learnt by using MPS. Part II about 'MPS in Research Projects' covers the benefits of text-based languages, the design and development of gamification applications, and research fields with generally low expertise in language engineering. Eventually, Part III focuses on 'Teaching and Learning with MPS' by discussing the organization of both commercial and academic courses on MPS.MPS is used to implement languages for real-world use. Its distinguishing feature is projectional editing, which supports practically unlimited language extension and composition possibilities as well as a flexible mix of a wide range of textual, tabular, mathematical and graphical notations. The number and diversity of the presented use-cases demonstrate the strength and malleability of the DSLs defined using MPS. The selected contributions represent the current state of the art and practice in using JetBrains MPS to implement languages for real-world applications.

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Taschenbuch. Zustand: Neu. Software Engineering for Games in Serious Contexts | Theories, Methods, Tools, and Experiences | Kendra M. L. Cooper (u. a.) | Taschenbuch | xiii | Englisch | 2024 | Springer | EAN 9783031333408 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]…hartmann[at]springer[dot]com | Anbieter: preigu.

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Microservices: Science and Engineering
Bucchiarone, Antonio (Editor) / Dragoni, Nicola (Editor) / Dustdar, Schahram (Editor) / Lago, Patricia (Editor) / Mazzara, Manuel (Editor) / Rivera, Victor (Editor) / Sadovykh, Andrey (Editor)
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Zustand: Hervorragend. Zustand: Hervorragend | Seiten: 316 | Sprache: Englisch | Produktart: Bücher | The book highlights several challenges and opportunities in the field of software engineering for serious games. It covers a wide range of topics from game design principles to software architecture, testing, and deployment and…is structured into two parts. While Part I delves into various aspects of designing, maintaining, adapting, and evaluating games in serious contexts; Part II focuses on the experiences of realizing and using games in serious contexts.One of the primary challenges is to develop effective methods for evaluating serious games and measuring their impact and outcomes. Another challenge is to design serious games that are both engaging and effective, which requires a deep understanding of game design principles and instructional design. The book also emphasizes the need to develop effective software engineering practices for serious game development and the importance of gamification in improving user engagement and motivation. The potential of seriousgames for addressing societal challenges such as cybersecurity and healthcare is also highlighted. Despite these challenges, the book also identifies several opportunities for the field, including the potential of serious games to provide new and innovative approaches to learning and the potential of serious games to address real-world problems in new and effective ways.This book is intended for software engineers, game developers, educators, and anyone interested in how games in serious contexts can be effectively created. Overall, the chapters in the book provide a valuable snapshot of the current state of the field and offer insights into where it may be headed in the future.

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Taschenbuch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - The book highlights several challenges and opportunities in the field of software engineering for serious games. It covers a wide range of topics from game design principles to software architecture, testing, and deployment and is structured into two… parts. While Part I delves into various aspects of designing, maintaining, adapting, and evaluating games in serious contexts; Part IIfocuses on the experiences of realizing and using games in serious contexts.One of the primary challenges is to develop effective methods for evaluating serious games and measuring their impact and outcomes. Another challenge is to design serious games that are both engaging and effective, which requires a deep understanding of game design principles and instructional design. The book also emphasizes the need to develop effective software engineering practices for serious game development and the importance of gamification in improving user engagement and motivation. The potential of seriousgames for addressing societal challenges such as cybersecurity and healthcare is also highlighted. Despite these challenges, the book also identifies several opportunities for the field, including the potential of serious games to provide new and innovative approaches to learning and the potential of serious games to address real-world problems in new and effective ways.This book is intended for software engineers, game developers, educators, and anyone interested in how games in serious contexts can be effectively created. Overall, the chapters in the book provide a valuable snapshot of the current state of the field and offer insights into where it may be headed in the future.

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Buch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - The book highlights several challenges and opportunities in the field of software engineering for serious games. It covers a wide range of topics from game design principles to software architecture, testing, and deployment and is structured into two parts.… While Part I delves into various aspects of designing, maintaining, adapting, and evaluating games in serious contexts; Part IIfocuses on the experiences of realizing and using games in serious contexts.One of the primary challenges is to develop effective methods for evaluating serious games and measuring their impact and outcomes. Another challenge is to design serious games that are both engaging and effective, which requires a deep understanding of game design principles and instructional design. The book also emphasizes the need to develop effective software engineering practices for serious game development and the importance of gamification in improving user engagement and motivation. The potential of seriousgames for addressing societal challenges such as cybersecurity and healthcare is also highlighted. Despite these challenges, the book also identifies several opportunities for the field, including the potential of serious games to provide new and innovative approaches to learning and the potential of serious games to address real-world problems in new and effective ways.This book is intended for software engineers, game developers, educators, and anyone interested in how games in serious contexts can be effectively created. Overall, the chapters in the book provide a valuable snapshot of the current state of the field and offer insights into where it may be headed in the future.

Software Engineering for Games in Serious Contexts: Theories, Methods, Tools, and Experiences
Cooper, Kendra M. L. (Editor)/ Bucchiarone, Antonio (Editor)
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