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|a 9783319510552
|9 978-3-319-51055-2
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|a 10.1007/978-3-319-51055-2
|2 doi
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|a LB1028.43-1028.75
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|a COM023000
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|a 374.26
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|a Serious Games, Interaction and Simulation
|h [electronic resource] :
|b 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers /
|c edited by Carlos Vaz de Carvalho, Paula Escudeiro, António Coelho.
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|a Cham :
|b Springer International Publishing :
|b Imprint: Springer,
|c 2017.
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|a XIV, 157 p. 54 illus.
|b online resource.
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|a text
|b txt
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|a computer
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|a online resource
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|a text file
|b PDF
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|a Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,
|x 1867-8211 ;
|v 176
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|a 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.
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|a 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.
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|a Computer science.
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|a User interfaces (Computer systems).
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|a Artificial intelligence.
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|a Computer graphics.
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|a Education
|x Data processing.
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|a Computers and civilization.
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|a Educational technology.
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|a Computer Science.
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|a Computers and Education.
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|a User Interfaces and Human Computer Interaction.
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|a Artificial Intelligence (incl. Robotics).
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|a Computers and Society.
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|a Computer Imaging, Vision, Pattern Recognition and Graphics.
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|a Educational Technology.
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|a Vaz de Carvalho, Carlos.
|e editor.
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|a Escudeiro, Paula.
|e editor.
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|a Coelho, António.
|e editor.
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710 |
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|a SpringerLink (Online service)
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773 |
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|t Springer eBooks
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776 |
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|i Printed edition:
|z 9783319510545
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830 |
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|a Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,
|x 1867-8211 ;
|v 176
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856 |
4 |
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|u http://dx.doi.org/10.1007/978-3-319-51055-2
|z Full Text via HEAL-Link
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912 |
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|a ZDB-2-SCS
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950 |
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|a Computer Science (Springer-11645)
|