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

Author:   Carlos Vaz de Carvalho ,  Paula Escudeiro ,  António Coelho
Publisher:   Springer International Publishing AG
Edition:   1st ed. 2017
Volume:   176
ISBN:  

9783319510545


Pages:   157
Publication Date:   08 December 2016
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

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


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Overview

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.

Full Product Details

Author:   Carlos Vaz de Carvalho ,  Paula Escudeiro ,  António Coelho
Publisher:   Springer International Publishing AG
Imprint:   Springer International Publishing AG
Edition:   1st ed. 2017
Volume:   176
Dimensions:   Width: 15.50cm , Height: 0.90cm , Length: 23.50cm
Weight:   2.701kg
ISBN:  

9783319510545


ISBN 10:   3319510541
Pages:   157
Publication Date:   08 December 2016
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

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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