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Serious Games Development and Applications : 5th International Conference, SGDA 2014, Berlin, Germany, October 9-10, 2014. Proceedings / edited by Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge.

SpringerLink Books Lecture Notes In Computer Science (LNCS) (1997-2024) Available online

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Format:
Book
Contributor:
Ma, Minhua, editor.
Oliveira, Manuel Fradinho, editor.
Baalsrud Hauge, Jannicke, editor.
SpringerLink (Online service)
Series:
Computer Science (Springer-11645)
LNCS sublibrary. Image processing, computer vision, pattern recognition, and graphics ; SL 6, 8778.
Image Processing, Computer Vision, Pattern Recognition, and Graphics ; 8778
Language:
English
Subjects (All):
Microcomputers.
Education--Data processing.
Education.
Artificial intelligence.
Application software.
User interfaces (Computer systems).
Computers and civilization.
Personal Computing.
Computers and Education.
Artificial Intelligence.
Information Systems Applications (incl. Internet).
User Interfaces and Human Computer Interaction.
Computers and Society.
Local Subjects:
Personal Computing.
Computers and Education.
Artificial Intelligence.
Information Systems Applications (incl. Internet).
User Interfaces and Human Computer Interaction.
Computers and Society.
Physical Description:
1 online resource (XII, 226 pages) : 74 illustrations.
Edition:
First edition 2014.
Contained In:
Springer eBooks
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2014.
System Details:
text file PDF
Summary:
This book constitutes the refereed proceedings of the 5th International Conference on Serious Games Development and Applications, SGDA 2014, held in Berlin, Germany, in October 2014. The 14 revised full papers presented together with 4 short papers were carefully reviewed and selected from 31 submissions. The focus of the papers was on the following: games for health, games for medical training, serious games for children, music and sound effects, games for other purposes, and game design and theories.
Contents:
Games for Health
PhysioVinci - A First Approach on a Physical Rehabilitation Game
A Pilot Evaluation of a Therapeutic Game Applied to Small Animal Phobia Treatment
Effect of Ecological Gestures on the Immersion of the Player in a Serious Game
Using Serious Games for Cognitive Disabilities
Atmosphaeres - 360◦ Video Environments for Stress and Pain Management
Games for Medical Training
Sense: An Interactive Learning Application that Visualizes the Nerve Supply of Face
Sepsis Fast Track: A Serious Game for Medical Decision Making
Serious Games for Children
iBUAT: Paper Prototyping of Interactive Game Design Authoring Tool for Children
A Review of Serious Games for Children with Autism Spectrum Disorders (ASD)
Jumru 5s - A Game Engine for Serious Games
Music and Sound Effects
Serious Music Game Design and Testing
Immersive Composition for Sensory Rehabilitation: 3D Visualisation, Surround Sound, and Synthesised Music to Provoke Catharsis and Healing
Games for Other Purposes
Gaming the Future of the Ocean: The Marine Spatial Planning Challenge 2050
Off the Beaten Track! The Infinite Scotland Serious Game Design Approach
Measuring the Commercial Outcomes of Serious Games in Companies - A Review
Designing and Testing a Racing Car Serious Game Module
The Construction of Serious Games Supporting Creativity in Student Labs
Game Design and Theories
The Choice of Serious Games and Gamification - A Case Study to Illustrate Key Differences.
Other Format:
Printed edition:
ISBN:
978-3-319-11623-5
9783319116235
Access Restriction:
Restricted for use by site license.

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