Historium

Historium
Author: Jo Nelson
Publsiher: National Geographic Books
Total Pages: 0
Release: 2015-09-08
Genre: Juvenile Nonfiction
ISBN: 9780763679842

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Discover more than 160 exhibits in this virtual museum, open all hours. Welcome to the museum! There are more than 160 historical artifacts to be discovered in Welcome to the Museum: Historium. Wander the galleries of this museum whenever you wish—it’s open 365 days a year!—and discover a collection of curated objects on every page, accompanied by informative text. Each chapter features a different ancient civilization, from the Silla dynasty of Korea to ancient Rome.

Historium Activity Book

Historium Activity Book
Author: Richard Wilkinson
Publsiher: Unknown
Total Pages: 72
Release: 2016-06-01
Genre: Electronic Book
ISBN: 1760403709

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Following Historium, the latest addition to the Welcome to the Museum series, comes this fantastic companion activity book. Bursting with fascinating facts and puzzles, this book offers hours of entertainment to artists and budding historians alike. Beautiful and inspiring, the myriad of activities in this book challenge the reader to discover something new and use their imagination to draw, decorate and design on every pull-out page.A collection of full-colour, immaculately detailed images from unparalleled new talent, Richard Wilkinson.Play historian with imaginative activities that invite you to engage with the art and culture of ancient worlds.This title, alongside Historium Poster Book, builds on the success of the original Historiumtitle and the Welcome to the Museum series.

The Practice of Enterprise Modeling

The Practice of Enterprise Modeling
Author: Patrick van Bommel,Stijn Hoppenbrouwers,Sietse Overbeek,Joseph Barjis
Publsiher: Springer Science & Business Media
Total Pages: 256
Release: 2010-10-29
Genre: Business & Economics
ISBN: 9783642167812

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This volume constitutes the proceedings of the Third IFIP WG 8.1 Working Conference on the Practice of Enterprise Modeling, held in Delft, The Netherlands, during November 9-10, 2010. The goal of the conference is both to foster a better understanding of the practice of enterprise modeling and to improve its theoretical foundations. The 17 papers presented were carefully reviewed and selected from 44 submissions. They reflect the trend for both practitioners and academics to look into domains and conceptualizations addressing dedicated business-oriented topics like business intelligence or domain-driven process families, and thus reach beyond traditional information systems engineering.

Historium Poster Book

Historium Poster Book
Author: Jo Nelson
Publsiher: Unknown
Total Pages: 56
Release: 2016-03-01
Genre: Juvenile Nonfiction
ISBN: 1783705043

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Dinosaurium

Dinosaurium
Author: Lily Murray
Publsiher: Templar Publishing
Total Pages: 111
Release: 2017-12-28
Genre: Juvenile Nonfiction
ISBN: 9781787413269

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Welcome to the museum that is always open to explore... Step inside the pages of this beautiful book to discover galleries of dinosaurs, expertly curated to bring you the experience of a fascinating exhibition from the comfort of your own home. Dinosaurium features a wide range of dinosaurs from the most-loved Triceratops and Tyrannosaurus Rex to lesser-known species such as Coelophysis and Tsintaosaurus. With stunning artwork from Chris Wormell (known for the cover of H is for Hawk and his picture books including George and the Dragon) and informative text with input from experts in palaeontology, Dinosaurium is the perfect gift for anyone with an interest in this fascinating field. Welcome to the Museum is a series of beautifully illustrated, stunningly curated, informative books for all ages. From Animalium and Botanicum to Historium and Dinosaurium there is a book for everyone to discover and explore.

The Seven Books of History Against the Pagans

The Seven Books of History Against the Pagans
Author: Paulus Orosius
Publsiher: CUA Press
Total Pages: 440
Release: 2010-04
Genre: Religion
ISBN: 9780813211503

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This work is valuable as history, containing as it does contemporary information on the period after 278 A.D. It was used widely during the Middle Ages, and the existence today of nearly 200 manuscript copies is evidence of its past popularity.

Authenticity in North America

Authenticity in North America
Author: Jane Lovell,Sam Hitchmough
Publsiher: Routledge
Total Pages: 299
Release: 2019-11-25
Genre: Business & Economics
ISBN: 9780429802348

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This interdisciplinary book addresses the highly relevant debates about authenticity in North America, providing a contemporary re-examination of American culture, tourism and commodification of place. Blending social sciences and humanities research skills, it formulates an examination of the geography of authenticity in North America, and brings together studies of both rurality and urbanity across the country, exposing the many commonalities of these different landscapes. Relph stated that nostalgic places are inauthentic, yet within this work several chapters explore how festivals and visitor attractions, which cultivate place heritage appeal, are authenticated by tourists and communities, creating a shared sense of belonging. In a world of hyperreal simulacra, post-truth and fake news, this book bucks the trend by demonstrating that authenticity can be found everywhere: in a mouthful of food, in a few bars of a Beach Boys song, in a statue of a troll, in a diffuse magical atmosphere, in the weirdness of the ungentrified streets. Written by a range of leading experts, this book offers a contemporary view of American authenticity, tourism, identity and culture. It will be of great interest to upper-level students, researchers and academics in Tourism, Geography, History, Cultural Studies, American Studies and Film Studies.

Handbook of Research on Decision Making Capabilities Improvement With Serious Games

Handbook of Research on Decision Making Capabilities Improvement With Serious Games
Author: Correia, Anacleto,Simões-Marques, Mário
Publsiher: IGI Global
Total Pages: 459
Release: 2023-07-10
Genre: Business & Economics
ISBN: 9781668491676

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How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.