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Autor Charles, Fred |
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E-Learning and Games / Tian, Feng ; Gatzidis, Christos ; El Rhalibi, Abdennour ; Tang, Wen ; Charles, Fred
TÃtulo : E-Learning and Games : 11th International Conference, Edutainment 2017, Bournemouth, UK, June 26–28, 2017, Revised Selected Papers / Tipo de documento: documento electrónico Autores: Tian, Feng, ; Gatzidis, Christos, ; El Rhalibi, Abdennour, ; Tang, Wen, ; Charles, Fred, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2017 Número de páginas: XIV, 308 p. 180 ilustraciones ISBN/ISSN/DL: 978-3-319-65849-0 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: microcomputadoras Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Software de la aplicacion Gráficos de computadora Computadoras personales Computadoras y Educación Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información Clasificación: 004.16 Resumen: Este libro constituye las actas arbitradas de la 11.ª Conferencia Internacional sobre E-Learning y Juegos, Edutainment 2017, celebrada en Bournemouth, Reino Unido, en junio de 2017. Los 19 artÃculos completos y los 17 breves presentados fueron cuidadosamente revisados ​​y seleccionados entre 47 presentaciones. Se organizan en las siguientes secciones temáticas: Realidad virtual y realidad aumentada en el entretenimiento educativo; gamificación para juegos serios y entrenamiento; gráficos, imágenes y aplicaciones; E-learning y juego. Nota de contenido: Virtual Reality and Augmented Reality in Edutainment -- Gamification for Serious Game and Training -- Graphics, Imaging and Applications -- E-Learning and Game. Tipo de medio : Computadora Summary : This book constitutes the refereed proceedings of the 11th International Conference on E-Learning and Games, Edutainment 2017, held in Bournemouth, United Kingdom, in June 2017. The 19 fulland 17 short papers presented were carefully reviewed and selected from 47 submissions. They are organized in the following topical sections: Virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; E-learning and game. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] E-Learning and Games : 11th International Conference, Edutainment 2017, Bournemouth, UK, June 26–28, 2017, Revised Selected Papers / [documento electrónico] / Tian, Feng, ; Gatzidis, Christos, ; El Rhalibi, Abdennour, ; Tang, Wen, ; Charles, Fred, . - 1 ed. . - [s.l.] : Springer, 2017 . - XIV, 308 p. 180 ilustraciones.
ISBN : 978-3-319-65849-0
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: microcomputadoras Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Software de la aplicacion Gráficos de computadora Computadoras personales Computadoras y Educación Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información Clasificación: 004.16 Resumen: Este libro constituye las actas arbitradas de la 11.ª Conferencia Internacional sobre E-Learning y Juegos, Edutainment 2017, celebrada en Bournemouth, Reino Unido, en junio de 2017. Los 19 artÃculos completos y los 17 breves presentados fueron cuidadosamente revisados ​​y seleccionados entre 47 presentaciones. Se organizan en las siguientes secciones temáticas: Realidad virtual y realidad aumentada en el entretenimiento educativo; gamificación para juegos serios y entrenamiento; gráficos, imágenes y aplicaciones; E-learning y juego. Nota de contenido: Virtual Reality and Augmented Reality in Edutainment -- Gamification for Serious Game and Training -- Graphics, Imaging and Applications -- E-Learning and Game. Tipo de medio : Computadora Summary : This book constitutes the refereed proceedings of the 11th International Conference on E-Learning and Games, Edutainment 2017, held in Bournemouth, United Kingdom, in June 2017. The 19 fulland 17 short papers presented were carefully reviewed and selected from 47 submissions. They are organized in the following topical sections: Virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; E-learning and game. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...]
TÃtulo : Persuasive Technology : 16th International Conference, PERSUASIVE 2021, Virtual Event, April 12–14, 2021, Proceedings / Tipo de documento: documento electrónico Autores: Ali, Raian, ; Lugrin, Birgit, ; Charles, Fred, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2021 Número de páginas: XII, 330 p. 73 ilustraciones, 61 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-79460-6 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: Inteligencia artificial IngenierÃa Informática y Redes Implementación de sistema informático Sistemas de propósito especial y basados ​​en aplicaciones Redes de comunicación informática Computadoras y sociedad IngenierÃa Informática Sistema informá Clasificación: 3.034.834 Resumen: Este libro constituye las actas arbitradas posteriores a la conferencia de la 16.a Conferencia Internacional sobre TecnologÃa Persuasiva, PERSUASIVE 2021, celebrada como un evento virtual, en abril de 2021. Los 17 artÃculos completos presentados en este libro junto con 8 artÃculos breves fueron cuidadosamente revisados ​​y seleccionados de 67 presentaciones. Los artÃculos se agrupan en secciones temáticas de la siguiente manera: tecnologÃa afectiva persuasiva; marketing digital, comercio electrónico, eturismo y ecosistemas inteligentes; y persuasión y educación. Nota de contenido: Positing A Sense of Agency-Aware Persuasive AI - Its Theoretical and Computational Frameworks -- Designing Effective Dialogue Content for a Virtual Coaching Team Using the Interaction Process Analysis and Interpersonal Circumplex Models -- Towards Adaptive Robotic Tutors in Universities: A Field Study -- Predicting Exercise Adherence and Physical Activity in Older Adults Based on Tablet Engagement: A Post Hoc Study -- Towards an Automatic Generation of Persuasive Messages -- Persuasive Social Robot using Reward Power over Repeated Instance of Persuasion -- Planning Habit: Daily Planning Prompts with Alexa -- Emotional Feedback to Mitigate Aggressive Driving: A Real-World Driving Study -- Mobile Persuasive Application for Responsible Alcohol Use: Drivers for Use and Impact of Social Influence Strategies -- Improving Context-Aware Habit-Support Interventions Using Egocentric Visual Contexts -- Disparate Impact Diminishes Consumer Trust Even for Advantaged Users -- Towards Better Rating Scale Design : An Experimental Analysis on the Influence of User Preference and Visual Cues on User Response -- From Persuasive to Credible: Which User Perceptions of Persuasive Design Elements Influence Perceived Credibility -- Exploring the Impact of Persuasive Features on Customer Satisfaction Levels of E-Commerce Websites Based on the Kano Model -- The Role of Emotional Expression in Behavior Change Coaching by a Social Robot -- Exploring the Impact of Color on User Ratings: A Personality and Culture-Based Approach -- Making Them Use It: User Perceptions that Determine the Acceptance of Persuasive Interventions for Child Healthcare -- A Systematic Review of Persuasive Strategies in Mobile E-Commerce Applications and Their Implementations -- Using Inspiration Cards for Designing Persuasive Technology to Improve Creative Situations -- Users Want Diverse, Multiple, and Personalized Behavior Change Support: Need-Finding Survey -- Theory-Informed Design Guidelines for Shared Decision Making Tools for Health Behaviour Change -- Perceptions of Ethics in Persuasive User Interfaces -- The Fine Line between Persuasion and Digital Addiction -- Defining Features of Behavior Design – and Where to Go Next -- Do we Need User Manuals for Persuasive Systems or are the Systems Supposed to be Self-Explanatory. Tipo de medio : Computadora Summary : This book constitutes the refereed post-conference proceedings of the 16th International Conference on Persuasive Technology, PERSUASIVE 2021, held as a virtual event, in April 2021. The 17 full papers presented in this book together with 8 short papers were carefully reviewed and selected from 67 submissions. The papers are grouped in topical sections as follows: persuasive affective technology; digital marketing, ecommerce, etourism and smart ecosystems; and persuasion and education. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Persuasive Technology : 16th International Conference, PERSUASIVE 2021, Virtual Event, April 12–14, 2021, Proceedings / [documento electrónico] / Ali, Raian, ; Lugrin, Birgit, ; Charles, Fred, . - 1 ed. . - [s.l.] : Springer, 2021 . - XII, 330 p. 73 ilustraciones, 61 ilustraciones en color.
ISBN : 978-3-030-79460-6
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: Inteligencia artificial IngenierÃa Informática y Redes Implementación de sistema informático Sistemas de propósito especial y basados ​​en aplicaciones Redes de comunicación informática Computadoras y sociedad IngenierÃa Informática Sistema informá Clasificación: 3.034.834 Resumen: Este libro constituye las actas arbitradas posteriores a la conferencia de la 16.a Conferencia Internacional sobre TecnologÃa Persuasiva, PERSUASIVE 2021, celebrada como un evento virtual, en abril de 2021. Los 17 artÃculos completos presentados en este libro junto con 8 artÃculos breves fueron cuidadosamente revisados ​​y seleccionados de 67 presentaciones. Los artÃculos se agrupan en secciones temáticas de la siguiente manera: tecnologÃa afectiva persuasiva; marketing digital, comercio electrónico, eturismo y ecosistemas inteligentes; y persuasión y educación. Nota de contenido: Positing A Sense of Agency-Aware Persuasive AI - Its Theoretical and Computational Frameworks -- Designing Effective Dialogue Content for a Virtual Coaching Team Using the Interaction Process Analysis and Interpersonal Circumplex Models -- Towards Adaptive Robotic Tutors in Universities: A Field Study -- Predicting Exercise Adherence and Physical Activity in Older Adults Based on Tablet Engagement: A Post Hoc Study -- Towards an Automatic Generation of Persuasive Messages -- Persuasive Social Robot using Reward Power over Repeated Instance of Persuasion -- Planning Habit: Daily Planning Prompts with Alexa -- Emotional Feedback to Mitigate Aggressive Driving: A Real-World Driving Study -- Mobile Persuasive Application for Responsible Alcohol Use: Drivers for Use and Impact of Social Influence Strategies -- Improving Context-Aware Habit-Support Interventions Using Egocentric Visual Contexts -- Disparate Impact Diminishes Consumer Trust Even for Advantaged Users -- Towards Better Rating Scale Design : An Experimental Analysis on the Influence of User Preference and Visual Cues on User Response -- From Persuasive to Credible: Which User Perceptions of Persuasive Design Elements Influence Perceived Credibility -- Exploring the Impact of Persuasive Features on Customer Satisfaction Levels of E-Commerce Websites Based on the Kano Model -- The Role of Emotional Expression in Behavior Change Coaching by a Social Robot -- Exploring the Impact of Color on User Ratings: A Personality and Culture-Based Approach -- Making Them Use It: User Perceptions that Determine the Acceptance of Persuasive Interventions for Child Healthcare -- A Systematic Review of Persuasive Strategies in Mobile E-Commerce Applications and Their Implementations -- Using Inspiration Cards for Designing Persuasive Technology to Improve Creative Situations -- Users Want Diverse, Multiple, and Personalized Behavior Change Support: Need-Finding Survey -- Theory-Informed Design Guidelines for Shared Decision Making Tools for Health Behaviour Change -- Perceptions of Ethics in Persuasive User Interfaces -- The Fine Line between Persuasion and Digital Addiction -- Defining Features of Behavior Design – and Where to Go Next -- Do we Need User Manuals for Persuasive Systems or are the Systems Supposed to be Self-Explanatory. Tipo de medio : Computadora Summary : This book constitutes the refereed post-conference proceedings of the 16th International Conference on Persuasive Technology, PERSUASIVE 2021, held as a virtual event, in April 2021. The 17 full papers presented in this book together with 8 short papers were carefully reviewed and selected from 67 submissions. The papers are grouped in topical sections as follows: persuasive affective technology; digital marketing, ecommerce, etourism and smart ecosystems; and persuasion and education. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...]