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Serious Games, Interaction, and Simu...
~
Vaz de Carvalho, Carlos.
Serious Games, Interaction, and Simulation = 5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers /
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Serious Games, Interaction, and Simulation/ edited by Carlos Vaz de Carvalho, Paula Escudeiro, António Coelho.
Reminder of title:
5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers /
other author:
Vaz de Carvalho, Carlos.
Description:
VIII, 139 p. 24 illus.online resource. :
Contained By:
Springer Nature eBook
Subject:
Education—Data processing. -
Online resource:
https://doi.org/10.1007/978-3-319-29060-7
ISBN:
9783319290607
Serious Games, Interaction, and Simulation = 5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers /
Serious Games, Interaction, and Simulation
5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers /[electronic resource] :edited by Carlos Vaz de Carvalho, Paula Escudeiro, António Coelho. - 1st ed. 2016. - VIII, 139 p. 24 illus.online resource. - Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,1611867-8211 ;. - Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,154.
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.
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.
ISBN: 9783319290607
Standard No.: 10.1007/978-3-319-29060-7doiSubjects--Topical Terms:
1253610
Education—Data processing.
LC Class. No.: LB1028.43-1028.75
Dewey Class. No.: 374.26
Serious Games, Interaction, and Simulation = 5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers /
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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.
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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.
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