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Serious Games, Interaction, and Simulation : 5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers / edited by Carlos Vaz de Carvalho, Paula Escudeiro, António Coelho.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Carvalho, Carlos Vaz de, editor.
Escudeiro, Paula, editor.
Coelho, António (António Fernando Vasconcelos Cunha Castro), editor.
SpringerLink (Online service)
Series:
Computer Science (Springer-11645)
Lecture notes of the Institute for Computer Sciences, Social Informatics, and Telecommunications Engineering 1867-8211 ; 161.
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 1867-8211 ; 161
Language:
English
Subjects (All):
Education--Data processing.
Education.
Computer simulation.
Optical data processing.
Application software.
User interfaces (Computer systems).
Computers and civilization.
Computers and Education.
Simulation and Modeling.
Computer Imaging, Vision, Pattern Recognition and Graphics.
Information Systems Applications (incl. Internet).
User Interfaces and Human Computer Interaction.
Computers and Society.
Local Subjects:
Computers and Education.
Simulation and Modeling.
Computer Imaging, Vision, Pattern Recognition and Graphics.
Information Systems Applications (incl. Internet).
User Interfaces and Human Computer Interaction.
Computers and Society.
Physical Description:
1 online resource (VIII, 139 pages) : 24 illustrations.
Edition:
First edition 2016.
Contained In:
Springer eBooks
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2016.
System Details:
text file PDF
Summary:
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.
Contents:
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.
Other Format:
Printed edition:
ISBN:
978-3-319-29060-7
9783319290607
Access Restriction:
Restricted for use by site license.

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