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
Πίνακας περιεχομένων:
  • 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.