Serious Games
Springer International Publishing (Verlag)
978-3-030-02761-2 (ISBN)
Invited Talks and Workshops.- eSport: Friend or Foe.- Academic Game Design Education: A Comparative Perspective.- Making serious games with reusable software components.- Serious Games Studies.- The Development of the Serious Game "Composites Cup on Tortuga" with the Support of "Kraken".- Evaluating the adoption of Physical Board Game Ludo as Serious Game for Assessing Cognitive Abilities of Players.- Two Decades of Traffic System Education Using the Simulation Game MOBILITY.- See Me Roar: On the Over-positive, Cross-Cultural Response to an AR Game for Math Learning.- GAP: A Game for Improving Awareness about Passwords.- MiniColon; Teaching Kids Computational Thinking using an Interactive Serious Game.- Evaluation of an Augmented Reality Multiplayer Learning Game.- Prism, a Game to Promote Autism Acceptance among Elementary School Students.- Game-based Learning and Teaching.- Individuals' variables in cognitive abilities using a narrative serious game.- Does Motivation Enhance Knowledge Acquisition in Digital Game-Based and Multimedia Learning? A Review of Studies from One Lab Predicting Learning Performance in Serious Games.- Connecting Theory and Design Through Research: Cognitive Skills Training Games.- Modeling Consumers' Observational Learning in Digital Gaming: A Conceptual Model.- Design of a BCI Controlled Serious Game for Concentration Training.- A concept of a training environment for police using VR game technology.- The Virtual House of Medusa: Guiding museum visitors through a co-located Mixed Reality Installation.- Game Development - Serious Games Design, Models, Tools & Emerging Technologies.- Recognition of Full-Body Movements in VR-based Exergames using Hidden Markov Model.- A Review of Serious Games for Programming.- Examining approaches for mobility detection through Smartphone Sensors.- Towards a more reflective social media use through serious games and co-design.- Development of a Wii Balance Board Array System for Exergames.- Building a hybrid approach for a game scenario using a tangible interface in Human Robot Interaction.- Game Design Principles in a Game Programming Framework.- Making Serious Programming Games Adaptive.- Serious Games for Health.- The ExerCube: Participatory Design of an Immersive Fitness Game Environment.- Instant Measurement of the Difficulty Level of Exergames with Simple Uni-Dimensional Level Goals for Cerebral Palsy Players.- An Application to Promote Emotional Skills in Children with Autism Spectrum Disorders.- SmartLife - Exergames and smart textiles to promote Energy-related Behaviours among Adolescents.
Erscheinungsdatum | 18.10.2018 |
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Reihe/Serie | Information Systems and Applications, incl. Internet/Web, and HCI | Lecture Notes in Computer Science |
Zusatzinfo | XII, 296 p. 75 illus. |
Verlagsort | Cham |
Sprache | englisch |
Maße | 155 x 235 mm |
Gewicht | 474 g |
Themenwelt | Mathematik / Informatik ► Informatik ► Betriebssysteme / Server |
Informatik ► Software Entwicklung ► User Interfaces (HCI) | |
Schlagworte | 3D • Artificial Intelligence • augmented reality • Education • Educational Games • Game Design • Game Development • games for health • Game Studies • Game Technologies • Gamification • Human-Computer Interaction (HCI) • interactive computer graphics • Serious Games • Signal Processing • User Interfaces • Virtual Reality |
ISBN-10 | 3-030-02761-9 / 3030027619 |
ISBN-13 | 978-3-030-02761-2 / 9783030027612 |
Zustand | Neuware |
Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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