Serious games, interaction and simulation : 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised selected papers /: 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised selected papers. (2017)
- Record Type:
- Book
- Title:
- Serious games, interaction and simulation : 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised selected papers /: 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised selected papers. (2017)
- Main Title:
- Serious games, interaction and simulation : 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised selected papers
- Other Titles:
- SGAMES 2016
- Further Information:
- Note: Carlos Vaz de Carvalho, Paula Escudeiro, António Coelho (eds.).
- Editors:
- Carvalho, Carlos Vaz de
Escudeiro, Paula
Coelho, António - Other Names:
- SGAMES (Conference), 6th
- 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 forUsing 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. … (more)
- Publisher Details:
- Cham : Springer
- Publication Date:
- 2017
- Extent:
- 1 online resource (xiv, 157 pages), illustrations
- Subjects:
- 371.33/7
Computer science
Educational games -- Congresses
Education
Artificial intelligence
Computer vision
Educational games
Computers -- User Interfaces
Computers -- Intelligence (AI) & Semantics
Computers -- Social Aspects -- General
Computers -- Computer Vision & Pattern Recognition
Education -- Computers & Technology
User interface design & usability
Artificial intelligence
Ethical & social aspects of IT
Computer vision
Educational equipment & technology, computer-aided learning (CAL)
Computer Science
Computers and Education
User Interfaces and Human Computer Interaction
Artificial Intelligence (incl. Robotics)
Computers and Society
Computer Imaging, Vision, Pattern Recognition and Graphics
Educational Technology
Electronic books
Conference papers and proceedings - Languages:
- English
- ISBNs:
- 9783319510552
3319510541
9783319510545 - Related ISBNs:
- 331951055X
9783319510545 - Notes:
- Note: Online resource; title from PDF title page (SpringerLink, viewed January 12, 2017).
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.364576
- Ingest File:
- 02_343.xml