Serious Games: 4th Joint International Conference, JCSG 2018, Darmstadt, Germany, November 7-8, 2018, Proceedings: Lecture Notes in Computer Science, cartea 11243
Editat de Stefan Göbel, Augusto Garcia-Agundez, Thomas Tregel, Minhua Ma, Jannicke Baalsrud Hauge, Manuel Oliveira, Tim Marsh, Polona Casermanen Limba Engleză Paperback – 17 oct 2018
The 15 full and 12 short papers presented in this volume were carefully reviewed and selected from 40 submissions. They were organized in topical sections named: serious games studies; game-based learning and teaching; game development - serious games design, models, tools and emerging technologies; and serious games for health.
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Specificații
ISBN-13: 9783030027612
ISBN-10: 3030027619
Pagini: 350
Ilustrații: XII, 296 p. 75 illus.
Dimensiuni: 155 x 235 mm
Greutate: 0.44 kg
Ediția:1st ed. 2018
Editura: Springer International Publishing
Colecția Springer
Seriile Lecture Notes in Computer Science, Information Systems and Applications, incl. Internet/Web, and HCI
Locul publicării:Cham, Switzerland
ISBN-10: 3030027619
Pagini: 350
Ilustrații: XII, 296 p. 75 illus.
Dimensiuni: 155 x 235 mm
Greutate: 0.44 kg
Ediția:1st ed. 2018
Editura: Springer International Publishing
Colecția Springer
Seriile Lecture Notes in Computer Science, Information Systems and Applications, incl. Internet/Web, and HCI
Locul publicării:Cham, Switzerland
Cuprins
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.