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Nova Cultural Diversity Testing

Nova Review is an exciting multimedia company that offers a host of different services like corporate and educational testing for prevention and litigation, therapeutic games such as Drug Culture Monopoly, and educational games such as the AIDS Trivia Game.

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NOVA: Fractals - Hunting the Hidden Dimension
Combining the precision of mathematics with the mysterious qualities of art, the fractal can be found in tree limbs, snowflakes, broccoli stalks, and the rhythms of the human heart, in addition to manufactured artistic wonders such as movie special effects, African art, and computer games. This "Nova" program explores fractal geometry with pioneering mathematicians who review its many important applications. 56 min. Soundtracks: English, DVS.
Introduction to Psychometric Theory
Tenko Raykov and George A. MarcoulidesThis new text provides a state-of the-art introduction to educational and psychological testing and measurement theory that reflects many intellectual developments of the past two decades. The book introduces psychometric theory using a latent variable modeling (LVM) framework and emphasizes interval estimation throughout, so as to better prepare readers for studying more advanced topics later in their careers. Featuring numerous examples, it presents an applied approach to conducting testing and measurement in the behavioral, social, and educational sciences. Readers will find numerous tips on how to use test theory in today’s actual testing situations. To reflect the growing use of statistical software in psychometrics, the authors introduce the use of Mplus after the first few chapters. IBM SPSS, SAS, and R are also featured in several chapters. Software codes and associated outputs are reviewed throughout to enhance comprehension. Essentially all of the data used in the book are available on the website. In addition instructors will find helpful PowerPoint lecture slides and questions and problems for each chapter. The authors rely on LVM when discussing fundamental concepts such as exploratory and confirmatory factor analysis, test theory, generalizability theory, reliability and validity, interval estimation, nonlinear factor analysis, generalized linear modeling, and item response theory. The varied applications make this book a valuable tool for those in the behavioral, social, educational, and biomedical disciplines, as well as in business, economics, and marketing. A brief introduction to R is also provided. Intended as a text for advanced undergraduate and/or graduate courses in psychometrics, testing and measurement, measurement theory, psychological testing, and/or educational and/or psychological measurement taught in departments of psychology, education, human development, epidemiology, business, and marketing, it will also appeal to researchers in these disciplines. Prerequisites include an introduction to statistics with exposure to regression analysis and ANOVA. Familiarity with SPSS, SAS, STATA, or R is also beneficial. As a whole, the book provides an invaluable introduction to measurement and test theory to those with limited or no familiarity with the mathematical and statistical procedures involved in measurement and testing.  
Pediatric Audiology: Diagnosis, Technology, and Management (Book and DVD)
Pediatric Audiology is a practical how-to reference for the diagnosis and technological and educational management of infants and children with hearing disorders. Master clinicians distill decades of expertise, providing step-by-step descriptions of testing and treatment protocols, with a special emphasis on specific pediatric behavioral assessment techniques, such as behavioral observation audiometry. A DVD-ROM accompanying the text features videos of the various pediatric behavioral assessments with audio commentary that provides straightforward explanations of key concepts. Also included on the DVD-ROM is a video on cochlear implant surgery.Features:Videos of both normal and unusual pediatric testing situations prepare the reader for the full range of scenarios in everyday clinical practiceIn-depth discussion of educational management issues helps practitioners develop collaborative approaches to pediatric hearing lossBullet-point lists of key points at the start of each chapter and discussion questions at the end of each chapter set a framework to guide the reader through each topic--ideal for the university classroom settingFlow charts and graphs provide a practical breakdown of complex conceptsPearls, pitfalls, and special considerations emphasize important points This authoritative multimedia reference is ideal for students in professional and graduate-level pediatric and educational audiology programs. Audiologists will find it to be essential as a field guide to new techniques or to procedures that they do not perform regularly. The book is also valuable for speech-language pathologists, otolaryngologists, pediatricians, and teachers of children who are deaf or hard of hearing.
Testing and Measurement: A User-Friendly Guide
Sharon E. Robinson Kurpius and Mary E. StaffordWritten with Bandura's social learning theory in mind, Testing and Measurement: A User-Friendly Guide allows students to master testing and measurement through a three-stage learning process - presentation of information, modeling, and practice with direct feedback. Authors Sharon E. Robinson Kurpius and Mary E. Stafford take students through the essential components of measurement, starting with measurement scales and ending with reliability and validity. Taking the attitude that everyone can learn testing and measurement concepts, the authors make this learning process fun and non-threatening.
The Art of Unit Testing: With Examples in .Net
Roy OsheroveUnit testing, done right, can mean the difference between a failed project and a successful one, between a maintainable code base and a code base that no one dares touch, and between getting home at 2 AM or getting home in time for dinner, even before a release deadline. The Art of Unit Testing builds on top of what's already been written about this important topic. It guides you step by step from simple tests to tests that are maintainable, readable, and trustworthy. It covers advanced subjects like mocks, stubs, and frameworks such as Typemock Isolator and Rhino Mocks. And you'll learn about advanced test patterns and organization, working with legacy code and even untestable code. The book discusses tools you need when testing databases and other technologies. It's written for .NET developers but others will also benefit from this book. Table of Contents:The basics of unit testing A first unit test Using stubs to break dependencies Interaction testing using mock objects Isolation (mock object) frameworks Test hierarchies and organization The pillars of good tests Integrating unit testing into the organization Working with legacy code
Beginning Android Games
Mario ZechnerBeginning Android Games offers everything you need to join the ranks of successful Android game developers. You'll start with game design fundamentals and programming basics, and then progress towards creating your own basic game engine and playable games. This will give you everything you need to branch out and write your own Android games. The potential user base and the wide array of available high-performance devices makes Android an attractive target for aspiring game developers. Do you have an awesome idea for the next break-through mobile gaming title? Beginning Android Games will help you kick-start your project. The book will guide you through the process of making several example games for the Android platform, and involves a wide range of topics: The fundamentals of game development The Android platform basics to apply those fundamentals in the context of making a game The design of 2D and 3D games and their successful implementation on the Android platform For those looking to learn about Android tablet game app development or want Android 4 SDK specific coverage, check out Beginning Android 4 Games Development, now available from Apress. What you’ll learn How to set up and use the development tools for developing your first Android application The fundamentals of game programming in the context of the Android platform How to use the Android's APIs for graphics (Canvas, OpenGL ES 1.0/1.1), audio, and user input to reflect those fundamentals How to develop two 2D games from scratch, based on the Canvas API and OpenGL ES. How to create a full-featured 3D game How to publish your games, get crash reports, and support your users How to complete your own playable 2D OpenGL games Who this book is for This book is for people with a basic knowledge of Java who want to write games on the Android platform. It also offers information for experienced game developers about the pitfalls and peculiarities of the platform. Table of Contents Android, the New Kid on the Block First Steps with the Android SDK Game Development 101 Android for Game Developers An Android Game Development Framework Mr. Nom Invades Android OpenGL ES: A Gentle Introduction 2D Game Programming Tricks Super Jumper: A 2D OpenGL ES Game OpenGL ES: Going 3D 3D Programming Tricks Droid Invaders: the Grand Finale Publishing Your Game What’s Next?
Balance Function Assessment and Management
Gary P., Ph.D. Jacobson, Neil Shepard and Ph.DThis book comprehensively covers the assessment and treatment of balance system impairments. Designed to be used in graduate programs in audiology, and by practicing audiologists, it is also appropriate for those in the fields of physical therapy, otolaryngology, and neurology. Assessment chapters address ocular motility testing, positional/positioning testing, caloric testing, rotational testing, computerized dynamic posturography, and vestibular evoked potentials. Treatment chapters cover non-medical, medical, and surgical treatment of dizziness and vertigo, vestibular rehabilitation and assessment of and intervention for falls risk. Additionally, the book provides background information on the vestibular and ocular motor systems, sample cases, and a final chapter, "Putting It All Together."
JUnit in Action, Second Edition
Petar Tahchiev, Felipe Leme, Vincent Massol and Gary GregoryWhen JUnit was first introduced a decade ago by Kent Beck and Erich Gamma, the Agile movement was in its infancy, "Test Driven Development" was unknown, and unit testing was just starting to move into the typical developer's vocabulary. Today, most developers acknowledge the benefits of unit testing and rely on the increasingly sophisticated tools now available. The recently released JUnit 4.5 represents the state of the art in unit testing frameworks, and provides significant new features to improve the Java development process.JUnit in Action, Second Edition is an up-to-date guide to unit testing Java applications (including Java EE applications) using the JUnit framework and its extensions. This book provides techniques for solving real-world problems such as testing AJAX applications, using mocks to achieve testing isolation, in-container testing for Java EE and database applications, and test automation.Written to help readers exploit JUnit 4.5, the book covers recent innovations such as the new annotations that simplify test writing, improved exception handling, and the new assertion methods. You'll also discover how to use JUnit extensions to test new application styles and frameworks including Ajax, OSGi, and HTML-based presentation layers.Using a sample-driven approach, various unit testing strategies are covered, such as how to unit test EJBs, database applications, and web applications. Also addressed are testing strategies using freely available open source frameworks and tools, and how to unit test in isolation with Mock Objects. The book will also bring you up to speed on the latest thinking in TDD, BDD, Continuous Integration, and other practices related to unit testing.
Play Between Worlds: Exploring Online Game Culture
T. L. TaylorIn Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)--including her attendance at an Everquest Fan Faire, with its blurring of online-and offline life--and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play--and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space--what happens when emergent player culture confronts the major corporation behind the game.
Cheating: Gaining Advantage in Videogames
Mia ConsalvoThe widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game. Some players routinely use cheat codes, consult strategy guides, or buy and sell in-game accounts, while others consider any or all of these practices off limits. Meanwhile, the game industry works to constrain certain readings or activities and promote certain ways of playing. In Cheating, Mia Consalvo investigates how players choose to play games, and what happens when they can't always play the way they'd like. She explores a broad range of player behavior, including cheating (alone and in groups), examines the varying ways that players and industry define cheating, describes how the game industry itself has helped systematize cheating, and studies online cheating in context in an online ethnography of Final Fantasy XI. She develops the concept of "gaming capital" as a key way to understand individuals' interaction with games, information about games, the game industry, and other players.Consalvo provides a cultural history of cheating in videogames, looking at how the packaging and selling of such cheat-enablers as cheat books, GameSharks, and mod chips created a cheat industry. She investigates how players themselves define cheating and how their playing choices can be understood, with particular attention to online cheating. Finally, she examines the growth of the peripheral game industries that produce information about games rather than actual games. Digital games are spaces for play and experimentation; the way we use and think about digital games, Consalvo argues, is crucially important and reflects ethical choices in gameplay and elsewhere.

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