Serious Games, Interaction and Simulation 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers /

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 introdu...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Vaz de Carvalho, Carlos (Επιμελητής έκδοσης), Escudeiro, Paula (Επιμελητής έκδοσης), Coelho, António (Επιμελητής έκδοσης)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Cham : Springer International Publishing : Imprint: Springer, 2017.
Σειρά:Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 176
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
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245 1 0 |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. 
264 1 |a Cham :  |b Springer International Publishing :  |b Imprint: Springer,  |c 2017. 
300 |a XIV, 157 p. 54 illus.  |b online resource. 
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490 1 |a Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,  |x 1867-8211 ;  |v 176 
505 0 |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. 
520 |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. 
650 0 |a Computer science. 
650 0 |a User interfaces (Computer systems). 
650 0 |a Artificial intelligence. 
650 0 |a Computer graphics. 
650 0 |a Education  |x Data processing. 
650 0 |a Computers and civilization. 
650 0 |a Educational technology. 
650 1 4 |a Computer Science. 
650 2 4 |a Computers and Education. 
650 2 4 |a User Interfaces and Human Computer Interaction. 
650 2 4 |a Artificial Intelligence (incl. Robotics). 
650 2 4 |a Computers and Society. 
650 2 4 |a Computer Imaging, Vision, Pattern Recognition and Graphics. 
650 2 4 |a Educational Technology. 
700 1 |a Vaz de Carvalho, Carlos.  |e editor. 
700 1 |a Escudeiro, Paula.  |e editor. 
700 1 |a Coelho, António.  |e editor. 
710 2 |a SpringerLink (Online service) 
773 0 |t Springer eBooks 
776 0 8 |i Printed edition:  |z 9783319510545 
830 0 |a Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,  |x 1867-8211 ;  |v 176 
856 4 0 |u http://dx.doi.org/10.1007/978-3-319-51055-2  |z Full Text via HEAL-Link 
912 |a ZDB-2-SCS 
950 |a Computer Science (Springer-11645)