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Serious Games, Interaction and Simulation -

Serious Games, Interaction and Simulation

6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers
Buch | Softcover
XIV, 157 Seiten
2016 | 1st ed. 2017
Springer International Publishing (Verlag)
978-3-319-51054-5 (ISBN)
CHF 62,90 inkl. MwSt
This book constitutes the thoroughly refereed post-conference proceedings of the 6th International Conference on Serious Games, Interaction and Simulation, SGAMES 2016, held in Porto, Portugal, in June 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.

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.

Erscheinungsdatum
Reihe/Serie Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Zusatzinfo XIV, 157 p. 54 illus.
Verlagsort Cham
Sprache englisch
Maße 155 x 235 mm
Themenwelt Schulbuch / Wörterbuch Unterrichtsvorbereitung Unterrichts-Handreichungen
Mathematik / Informatik Informatik
Schlagworte 3D graphics • Accessibility • Applications • Artificial Intelligence • augmented reality • Computers and education • Computer Science • conference proceedings • Disabilities • Down syndrome • Education • Educational equipment and technology, computer-aid • Educational Games • E-Learning • Game-based Learning • Game Design • Gamification • Human-Computer Interaction (HCI) • immersive environments • Informatics • Learning Environments • learning process • Research • Serious Games • Sign Language • User Interfaces • Virtual Reality
ISBN-10 3-319-51054-1 / 3319510541
ISBN-13 978-3-319-51054-5 / 9783319510545
Zustand Neuware
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