Serious Games, Interaction and Simulation: 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers: Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, cartea 176
Editat de Carlos Vaz de Carvalho, Paula Escudeiro, António Coelhoen Limba Engleză Paperback – 8 dec 2016
The 19 revised full papers presented together with 2 keynote papers and an editorial introduction were carefully reviewed and selected from all the submissions. The papers cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology and feature new scientific approaches and results from experiments and real-life applications.
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Specificații
ISBN-13: 9783319510545
ISBN-10: 3319510541
Pagini: 157
Ilustrații: XIV, 157 p. 54 illus.
Dimensiuni: 155 x 235 x 9 mm
Greutate: 0.25 kg
Ediția:1st ed. 2017
Editura: Springer International Publishing
Colecția Springer
Seria Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Locul publicării:Cham, Switzerland
ISBN-10: 3319510541
Pagini: 157
Ilustrații: XIV, 157 p. 54 illus.
Dimensiuni: 155 x 235 x 9 mm
Greutate: 0.25 kg
Ediția:1st ed. 2017
Editura: Springer International Publishing
Colecția Springer
Seria Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Locul publicării:Cham, Switzerland
Cuprins
Using Games for the Phonetics Awareness of Children with Down syndrome.- Playful and gameful learning in a hybrid space.- Improving the learning of child movements through games.- ClueKing: Allowing Parents to Customize an Informal Learning Environment for Children.- The Importance of Socio-emotional Agency in Applied Games for Social Learning.- Learning Analytics Model in a Casual Serious Game for Computer Programming Learning.- GLAID: Designing a Game Learning Analytics Model to Analyze the Learning Process in Users with Intellectual Disabilities.- Automatic Extraction of Gameplay Design Expertise: an Approach Based on Semantic Annotation.- Designing game strategies: An analysis from knowledge management in software development contexts.- Neurocognitive stimulation Game: Serious game for neurocognitive stimulation and assessment.- The Perspectives of Older People on Digital Gaming: Interactions with Console and Tablet-based Games.- A Serious Game for Digital Skill Building among Individuals at Risk, Promoting Employability and Social Inclusion.- Learning and Long-Term Retention of Task-Specific Training in a Non-injured Population Using the Computer Assisted Rehabilitation Environment (CAREN).- Sign Language Support – Adding a Gesture Library to the Leap Motion SDK.- VirtualSign Game Evaluation.- Towards an Ontology of Requirements for Pervasive Games Based Learning Systems: a Requirements Engineering Perspective.- Social Mpower: An Educational Game for Energy Efficiency.- Gamification at Scraim.- The LabRint Serious Game: A New Intelligence Analysis Methodology.
Caracteristici
Includes supplementary material: sn.pub/extras