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Serious Games, Interaction and Simulation: 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers 1st ed. 2017 [Pehme köide]

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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 28 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
1(8)
Jose Simao
Luisa Cotrim
Teresa Condeco
Tiago Cardoso
Miguel Palha
Yves Rybarczyk
Jose Barata
Playful and Gameful Learning in a Hybrid Space
9(6)
Sylvester Arnab
Improving the Learning of Child Movements Through Games
15(8)
Miguel Raposo
Raquel Barateiro
Susana Martins
Tiago Cardoso
Miguel Palha
Jose Barata
ClueKing: Allowing Parents to Customize an Informal Learning Environment for Children
23(8)
Vanessa Cesdrio
Valentino Nisi
Antonio Coelho
The Importance of Socio-Emotional Agency in Applied Games for Social Learning
31(5)
Rui Prada
Learning Analytics Model in a Casual Serious Game for Computer Programming Learning
36(9)
Adilson Vahldick
Antonio Jose Mendes
Maria Jose Marcelino
GLAID: Designing a Game Learning Analytics Model to Analyze the Learning Process in Users with Intellectual Disabilities
45(8)
Ana R. Cano
Baltasar Fernandez-Manjon
Alvaro J. Garcia-Tejedor
Automatic Extraction of Gameplay Design Expertise: An Approach Based on Semantic Annotation
53(11)
Kaouther Raies
Maha Khemaja
Yemna Mejbri
Designing Game Strategies: An Analysis from Knowledge Management in Software Development Contexts
64(10)
Jose L. Jurado
Cesar A. Collazos
Francisco L. Gutierrez
Luis M. Paredes
Neurocognitive Stimulation Game: Serious Game for Neurocognitive Stimulation and Assessment
74(8)
Joao Costa
Jorge Neto
Ricardo Alves
Paula Escudeiro
Nuno Escudeiro
The Perspectives of Older People on Digital Gaming: Interactions with Console and Tablet-Based Games
82(9)
Suriati Khartini Jali
Sylvester Arnab
A Serious Game for Digital Skill Building Among Individuals at Risk, Promoting Employability and Social Inclusion
91(8)
Hariklia Tsalapatas
Olivier Heidmann
Elias Houstis
Learning and Long-Term Retention of Task-Specific Training in a Non-injured Population Using the Computer Assisted Rehabilitation Environment (CAREN)
99(10)
Amanda E. Markham
Kathrine A. Service
John-David Collins
Pinata H. Sessoms
Sign Language Support --- Adding a Gesture Library to the Leap Motion SDK
109(8)
Tiago Lopes
Tiago Cardoso
Jose Barata
VirtualSign Game Evaluation
117(8)
Paula Escudeiro
Nuno Escudeiro
Marcelo Norberto
Jorge Lopes
Towards an Ontology of Requirements for Pervasive Games Based Learning Systems: A Requirements Engineering Perspective
125(8)
Yemna Mejbri
Maha Khemaja
Kaouther Raies
Social Mpower: An Educational Game for Energy Efficiency
133(8)
Aikaterini Bourazeri
Jeremy Pitt
Sylvester Arnab
Gamification at Scraim
141(7)
Diogo Silva
Antonio Coelho
Cesar Duarte
Pedro Castro Henriques
The LabRint Serious Game: A New Intelligence Analysis Methodology
148(9)
Michel Rudnianski
Olivier Heidmann
Raphael Attias
Frangois Mohier
Author Index 157