Serious Games, Interaction, and Simulation
Springer International Publishing (Verlag)
978-3-319-29059-1 (ISBN)
This volume constitutes the proceedings of the
5th International Conference on Serious Games, Interaction, and
Simulation, held in Novedrate, Italy, in September 2015.
The 16 revised full papers together with 2 keynote papers were carefully reviewed and selected for inclusion in this book. They focus on the design, development, use, and application
of games for purposes other than entertainment. As such they 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.
Applying a Serious Game
Quality Model.- Dynamic Serious Games Balancing.- Relation Between Game Genres
and Competences for In-game Certification.- Serious Games for the Cognitive
Stimulation of Adults: a proposal of a pilot project.- VirtualSign in Serious
Games.- The Design and Study of a Serious Game for Attention Training of the
Older Adults.- Sensitizing: Helping Children Design Serious Games for a Surrogate
Population.- Chess Playing and Mathematics: an Exploratory Study in the South
African Context.- A Virtual City Environment for Engineering Problem Based
Learning.- Knowledge Improvement of Dental Students in Thailand and UK through
an Online Serious Game in Dental Public Health.- A Gamified Community for
Fostering Learning Engagement towards Preventing Early School Leaving.- Serious
computer games design for active learning in teacher education.- Enabling
Control of 3D Visuals, Scenarios and Non-Linear Gameplay in Serious Game
Development through Model-Driven Authoring.- Serious Games For Large-Scale
Image Sensing.- Game Social Tech Booster.- BIM to IoT: The Persistence Problem.
| Erscheinungsdatum | 08.10.2016 |
|---|---|
| Reihe/Serie | Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering |
| Zusatzinfo | VIII, 139 p. 24 illus. |
| Verlagsort | Cham |
| Sprache | englisch |
| Maße | 155 x 235 mm |
| Themenwelt | Schulbuch / Wörterbuch ► Unterrichtsvorbereitung ► Unterrichts-Handreichungen |
| Mathematik / Informatik ► Informatik | |
| Schlagworte | Active learning • augmented reality • Cognitive Abilities • Computer Imaging, Vision, Pattern Recognition and • Computers and education • Computers and Society • dynamic game balancing • early school leaving • education game • Game-based Learning • health games • information systems applications (incl. internet) • internet of things • model-driven authoring • non-linear gameplay • Older adults • Online Learning • Problem-Based Learning • Quality model • Scenario generation • Simulation and modeling • social games • Teacher Education • user interfaces and human computer interaction • Virtual Reality |
| ISBN-10 | 3-319-29059-2 / 3319290592 |
| ISBN-13 | 978-3-319-29059-1 / 9783319290591 |
| Zustand | Neuware |
| Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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