Serious Games, Interaction and Simulation [electronic resource] : 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers / edited by Carlos Vaz de Carvalho, Paula Escudeiro, António Coelho.
Material type:
TextSeries: Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering ; 176Publisher: Cham : Springer International Publishing : Imprint: Springer, 2017Edition: 1st ed. 2017Description: XIV, 157 p. 54 illus. online resourceContent type: - text
- computer
- online resource
- 9783319510552
- Education -- Data processing
- User interfaces (Computer systems)
- Human-computer interaction
- Artificial intelligence
- Computers and civilization
- Image processing -- Digital techniques
- Computer vision
- Educational technology
- Computers and Education
- User Interfaces and Human Computer Interaction
- Artificial Intelligence
- Computers and Society
- Computer Imaging, Vision, Pattern Recognition and Graphics
- Digital Education and Educational Technology
- 371.334 23
- LB1028.43-1028.75
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.
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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