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Innovative methods, user-friendly to...
~
Goschnick, Steve, (1956-)
Innovative methods, user-friendly tools, coding, and design approaches in people-oriented programming[electronic resource] /
Record Type:
Electronic resources : Monograph/item
[NT 15000414]:
004.01/9
Title/Author:
Innovative methods, user-friendly tools, coding, and design approaches in people-oriented programming/ Steve Goschnick, editor.
other author:
Goschnick, Steve,
Published:
Hershey, Pennsylvania : : IGI Global,, [2018]
Description:
1 online resource (xlvi, 488 p.)
Subject:
Human-computer interaction.
Subject:
User interfaces (Computer systems)
Subject:
Electronic data processing.
ISBN:
9781522559702 (ebook)
ISBN:
9781522559696 (hardcover)
[NT 15000227]:
Includes bibliographical references and index.
[NT 15000228]:
Section 1. Programming environments for people-oriented programming. Chapter 1. Novice programming environments: lowering the barriers, supporting the progression ; Chapter 2. Blue, Bluej, Greenfoot: designing educational programming environments ; Chapter 3. UAPPI: a platform for extending app inventor towards the worlds of IoT and machine learning ; Chapter 4. From natural language to programming language -- Section 2. New methods for the people-oriented programming paradigm. Chapter 5. Cultural probes as a people-oriented method ; Chapter 6. A design method for people-oriented programming: automating design of declarative language mashups on the Raspberry Pi ; Chapter 7. Interdisciplinary design teams translating ethnographic field data into design models: communicating ambiguous concepts using quality goals ; Chapter 8. Agent-based modelling of emotional goals in digital media design projects -- Section 3. Theory in the people-oriented programming paradigm. Chapter 9. Formation and control of identity: in a social media world ; Chapter 10. Adding emotions to models in a viewpoint modelling framework from agent-oriented software engineering: a case study with emergency alarms -- Section 4. Personalized learning environments and the people-oriented programming paradigm. Chapter 11. Intertwining e-learning technologies and pedagogies at the system design stage: to support personalized learning ; Chapter 12. Merging social networking with learning systems to form new personalized learning environments (PLE).
[NT 15000229]:
"This book focuses on empowering individuals to conceptualize, design, program, configure and orchestrate Internet-powered mashups, game mods, aggregate and structure personal media and build standalone cloud-based and client-side applications (on smartphones, netbooks, laptops, desktops, home networks and novel appliances) into self-fashioned tools and products that ultimately suit the user's own unique needs and aspirations"--
Online resource:
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-5969-6
Innovative methods, user-friendly tools, coding, and design approaches in people-oriented programming[electronic resource] /
Innovative methods, user-friendly tools, coding, and design approaches in people-oriented programming
[electronic resource] /Steve Goschnick, editor. - Hershey, Pennsylvania :IGI Global,[2018] - 1 online resource (xlvi, 488 p.)
Includes bibliographical references and index.
Section 1. Programming environments for people-oriented programming. Chapter 1. Novice programming environments: lowering the barriers, supporting the progression ; Chapter 2. Blue, Bluej, Greenfoot: designing educational programming environments ; Chapter 3. UAPPI: a platform for extending app inventor towards the worlds of IoT and machine learning ; Chapter 4. From natural language to programming language -- Section 2. New methods for the people-oriented programming paradigm. Chapter 5. Cultural probes as a people-oriented method ; Chapter 6. A design method for people-oriented programming: automating design of declarative language mashups on the Raspberry Pi ; Chapter 7. Interdisciplinary design teams translating ethnographic field data into design models: communicating ambiguous concepts using quality goals ; Chapter 8. Agent-based modelling of emotional goals in digital media design projects -- Section 3. Theory in the people-oriented programming paradigm. Chapter 9. Formation and control of identity: in a social media world ; Chapter 10. Adding emotions to models in a viewpoint modelling framework from agent-oriented software engineering: a case study with emergency alarms -- Section 4. Personalized learning environments and the people-oriented programming paradigm. Chapter 11. Intertwining e-learning technologies and pedagogies at the system design stage: to support personalized learning ; Chapter 12. Merging social networking with learning systems to form new personalized learning environments (PLE).
Restricted to subscribers or individual electronic text purchasers.
"This book focuses on empowering individuals to conceptualize, design, program, configure and orchestrate Internet-powered mashups, game mods, aggregate and structure personal media and build standalone cloud-based and client-side applications (on smartphones, netbooks, laptops, desktops, home networks and novel appliances) into self-fashioned tools and products that ultimately suit the user's own unique needs and aspirations"--
ISBN: 9781522559702 (ebook)Subjects--Topical Terms:
337819
Human-computer interaction.
LC Class. No.: QA76.9.H85 / .I5765 2018e
Dewey Class. No.: 004.01/9
Innovative methods, user-friendly tools, coding, and design approaches in people-oriented programming[electronic resource] /
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Section 1. Programming environments for people-oriented programming. Chapter 1. Novice programming environments: lowering the barriers, supporting the progression ; Chapter 2. Blue, Bluej, Greenfoot: designing educational programming environments ; Chapter 3. UAPPI: a platform for extending app inventor towards the worlds of IoT and machine learning ; Chapter 4. From natural language to programming language -- Section 2. New methods for the people-oriented programming paradigm. Chapter 5. Cultural probes as a people-oriented method ; Chapter 6. A design method for people-oriented programming: automating design of declarative language mashups on the Raspberry Pi ; Chapter 7. Interdisciplinary design teams translating ethnographic field data into design models: communicating ambiguous concepts using quality goals ; Chapter 8. Agent-based modelling of emotional goals in digital media design projects -- Section 3. Theory in the people-oriented programming paradigm. Chapter 9. Formation and control of identity: in a social media world ; Chapter 10. Adding emotions to models in a viewpoint modelling framework from agent-oriented software engineering: a case study with emergency alarms -- Section 4. Personalized learning environments and the people-oriented programming paradigm. Chapter 11. Intertwining e-learning technologies and pedagogies at the system design stage: to support personalized learning ; Chapter 12. Merging social networking with learning systems to form new personalized learning environments (PLE).
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"This book focuses on empowering individuals to conceptualize, design, program, configure and orchestrate Internet-powered mashups, game mods, aggregate and structure personal media and build standalone cloud-based and client-side applications (on smartphones, netbooks, laptops, desktops, home networks and novel appliances) into self-fashioned tools and products that ultimately suit the user's own unique needs and aspirations"--
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http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-5969-6
based on 0 review(s)
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