Información del autor
Autor Meijer, Sebastiaan |
Documentos disponibles escritos por este autor (2)



50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August 26–30, 2019, Revised Selected Papers / Wardaszko, Marcin ; Meijer, Sebastiaan ; Lukosch, Heide ; Kanegae, Hidehiko ; Kriz, Willy Christian ; Grzybowska-Brzezińska, Mariola
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TÃtulo : 50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August 26–30, 2019, Revised Selected Papers Tipo de documento: documento electrónico Autores: Wardaszko, Marcin, ; Meijer, Sebastiaan, ; Lukosch, Heide, ; Kanegae, Hidehiko, ; Kriz, Willy Christian, ; Grzybowska-BrzeziÅ„ska, Mariola, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2021 Número de páginas: XIV, 460 p. 145 ilustraciones, 95 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-72132-9 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: Red de computadoras Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Ciencias sociales Visión por computador Redes de comunicación informática Interfaces de usuario e interacción persona-computadora Computadoras y Educación Aplicación informática en ciencias sociales y del comportamiento. Clasificación: 004.6 Ciencia de los computadores (Interfaces y comunicaciones) Resumen: Este libro constituye artÃculos seleccionados revisados ​​de la 50.a Conferencia de la Asociación Internacional de Juegos y Simulación, ISAGA 2019, que tuvo lugar en Varsovia, Polonia, del 26 al 30 de agosto de 2019. Los 38 artÃculos presentados en este volumen fueron cuidadosamente revisados ​​y seleccionados entre 72 presentaciones. . Se organizaron en secciones temáticas denominadas: juegos de simulación en el espacio cientÃfico; diseño e implementación de juegos de simulación; juegos de simulación para desafÃos actuales; juegos de simulación y gamificación; y perspectiva del tablero sobre juegos de simulación. Nota de contenido: Simulation gaming in the science space -- A Journey to the Role of Facilitator: Personal stories unfolding alongside world trends -- Differences between Facilitator-guided and Self-guided Debriefing on the Attitudes of University Students -- Evaluation of a pilot game to change civil servants' willingness towards open data policy making -- Structuring game design with active learning benefits: insights from logistical skills training in managing an emergency department -- Playing (in) a Crisis Simulation: What is the playful engagement in a serious simulation made of -- Through a Mirror Darkly – On the Obscurity of Teaching Goals in Game-Based Learning in IT Security -- The Tacit Knowledge in Games: From Validation to Debriefing -- Educational Escape Room – Challenges and Obstacles.-Simulation gaming design and implementation -- Simulated Construction of State`s Intersubjective Reality in Virtual Games: An Emerging Tool of Social Power -- A Review of Game-Based Research for English Language Learning in S&G Interdiscipline Journal -- Accuracy in Business Simulations -- Group-based learning and group composition on the provision of public goods: Incorporating agent-based simulation and gaming -- Can the Veil of Ignorance Create Consensus? A Qualitative Analysis Using the Siting for a Contaminated Waste Landfill Game -- The Development of the 3D Role-Playing Game on PC with an Assistive System for Deuteranopia -- The Trust Game: The influence of Trust on: Collaboration in the light of Technological Innovations -- The funnel of game design - Proposing a new way to address a problem definition using the IDEAS approach -- Little Things Mean a Lot in Simulations -- Impact of Competition in Energy Market on Promotion of Renewables: an Agent-Based Model Approach -- The perception of business wargaming practices among strategic and competitive intelligence professionals -- Managing Competing Values in Sustainable Urban Tourism: a Simulation-Gaming Approach -- Simulation games as a framework to conduct scientific experiments – the example of prospect theory research -- Study on occurrence mechanism of quality scandal in enterprises by "Sontaku", "air" and "water" theory using business game -- Interpersonal Competitiveness in a Cohesive Team: Insights from a Business Simulation Game -- Simulation games for current challenges -- Review of Haptic and Computerized (Simulation) Games on Climate Change -- Food-web modeling in the Maritime Spatial Planning Challenge Simulation Platform: Results from the Baltic Sea Region -- Unpacking, Overconfidence, and Game Design -- Authentic Learning in Entrepreneurship Education -- Learning from a Business Simulation Game: A Factor-Analytic Study -- Gamification and gaming cultures -- Resolving Migrant Issues in Thailand Using the Framework of 'Simulation Game – Project PAL' -- Gamification Design Strategies - summary of research project -- Fostering Adaptive Organizations: Some Practical Lessons From Space Pirates -- Comparison of Experience of Using Business Games in University of Lodz and Kaunas University of Technology -- Board perspective on simulation gaming -- Video game monetization mechanisms in triple A (AAA) video games -- Learning with Location-Based Gaming -- Methodological challenges of creating a next-generation machine learning-based game engine for generating maps and vehicle behavior -- Agent-based Simulation for Sustainable Management of Supply Chain and Natural Resources: Basic Model -- Wonders of the World Simulation Program by Virtual Reality -- Framework and application of live video streaming as a virtual reality gaming technology: a study of function and performance. Tipo de medio : Computadora Summary : This book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26–30, 2019. The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] 50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August 26–30, 2019, Revised Selected Papers [documento electrónico] / Wardaszko, Marcin, ; Meijer, Sebastiaan, ; Lukosch, Heide, ; Kanegae, Hidehiko, ; Kriz, Willy Christian, ; Grzybowska-BrzeziÅ„ska, Mariola, . - 1 ed. . - [s.l.] : Springer, 2021 . - XIV, 460 p. 145 ilustraciones, 95 ilustraciones en color.
ISBN : 978-3-030-72132-9
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: Red de computadoras Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Ciencias sociales Visión por computador Redes de comunicación informática Interfaces de usuario e interacción persona-computadora Computadoras y Educación Aplicación informática en ciencias sociales y del comportamiento. Clasificación: 004.6 Ciencia de los computadores (Interfaces y comunicaciones) Resumen: Este libro constituye artÃculos seleccionados revisados ​​de la 50.a Conferencia de la Asociación Internacional de Juegos y Simulación, ISAGA 2019, que tuvo lugar en Varsovia, Polonia, del 26 al 30 de agosto de 2019. Los 38 artÃculos presentados en este volumen fueron cuidadosamente revisados ​​y seleccionados entre 72 presentaciones. . Se organizaron en secciones temáticas denominadas: juegos de simulación en el espacio cientÃfico; diseño e implementación de juegos de simulación; juegos de simulación para desafÃos actuales; juegos de simulación y gamificación; y perspectiva del tablero sobre juegos de simulación. Nota de contenido: Simulation gaming in the science space -- A Journey to the Role of Facilitator: Personal stories unfolding alongside world trends -- Differences between Facilitator-guided and Self-guided Debriefing on the Attitudes of University Students -- Evaluation of a pilot game to change civil servants' willingness towards open data policy making -- Structuring game design with active learning benefits: insights from logistical skills training in managing an emergency department -- Playing (in) a Crisis Simulation: What is the playful engagement in a serious simulation made of -- Through a Mirror Darkly – On the Obscurity of Teaching Goals in Game-Based Learning in IT Security -- The Tacit Knowledge in Games: From Validation to Debriefing -- Educational Escape Room – Challenges and Obstacles.-Simulation gaming design and implementation -- Simulated Construction of State`s Intersubjective Reality in Virtual Games: An Emerging Tool of Social Power -- A Review of Game-Based Research for English Language Learning in S&G Interdiscipline Journal -- Accuracy in Business Simulations -- Group-based learning and group composition on the provision of public goods: Incorporating agent-based simulation and gaming -- Can the Veil of Ignorance Create Consensus? A Qualitative Analysis Using the Siting for a Contaminated Waste Landfill Game -- The Development of the 3D Role-Playing Game on PC with an Assistive System for Deuteranopia -- The Trust Game: The influence of Trust on: Collaboration in the light of Technological Innovations -- The funnel of game design - Proposing a new way to address a problem definition using the IDEAS approach -- Little Things Mean a Lot in Simulations -- Impact of Competition in Energy Market on Promotion of Renewables: an Agent-Based Model Approach -- The perception of business wargaming practices among strategic and competitive intelligence professionals -- Managing Competing Values in Sustainable Urban Tourism: a Simulation-Gaming Approach -- Simulation games as a framework to conduct scientific experiments – the example of prospect theory research -- Study on occurrence mechanism of quality scandal in enterprises by "Sontaku", "air" and "water" theory using business game -- Interpersonal Competitiveness in a Cohesive Team: Insights from a Business Simulation Game -- Simulation games for current challenges -- Review of Haptic and Computerized (Simulation) Games on Climate Change -- Food-web modeling in the Maritime Spatial Planning Challenge Simulation Platform: Results from the Baltic Sea Region -- Unpacking, Overconfidence, and Game Design -- Authentic Learning in Entrepreneurship Education -- Learning from a Business Simulation Game: A Factor-Analytic Study -- Gamification and gaming cultures -- Resolving Migrant Issues in Thailand Using the Framework of 'Simulation Game – Project PAL' -- Gamification Design Strategies - summary of research project -- Fostering Adaptive Organizations: Some Practical Lessons From Space Pirates -- Comparison of Experience of Using Business Games in University of Lodz and Kaunas University of Technology -- Board perspective on simulation gaming -- Video game monetization mechanisms in triple A (AAA) video games -- Learning with Location-Based Gaming -- Methodological challenges of creating a next-generation machine learning-based game engine for generating maps and vehicle behavior -- Agent-based Simulation for Sustainable Management of Supply Chain and Natural Resources: Basic Model -- Wonders of the World Simulation Program by Virtual Reality -- Framework and application of live video streaming as a virtual reality gaming technology: a study of function and performance. Tipo de medio : Computadora Summary : This book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26–30, 2019. The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Intersections in Simulation and Gaming / Naweed, Anjum ; Wardaszko, Marcin ; Leigh, Elyssebeth ; Meijer, Sebastiaan
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TÃtulo : Intersections in Simulation and Gaming : 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, Melbourne, VIC, Australia, September 26-29, 2016, Revised Selected Papers Tipo de documento: documento electrónico Autores: Naweed, Anjum, ; Wardaszko, Marcin, ; Leigh, Elyssebeth, ; Meijer, Sebastiaan, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2018 Número de páginas: XI, 412 p. 121 ilustraciones ISBN/ISSN/DL: 978-3-319-78795-4 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: Ciencias sociales Visión por computador Aplicación informática en ciencias sociales y del comportamiento. Interfaces de usuario e interacción persona-computadora Computadoras y Educación La interacción persona-ordenador Interfaces de usuario (sistemas informáticos) Procesamiento de datos Educación Red informática Redes de comunicación informática Clasificación: 004.6 Ciencia de los computadores (Interfaces y comunicaciones) Resumen: Este libro constituye las actas posteriores a la conferencia arbitradas de la 21.ª Conferencia Anual de Capacitación y TecnologÃa de Simulación, SimTecT 2016, y la 47.ª Conferencia de la Asociación Internacional de Juegos y Simulación, ISAGA 2016, celebrada como parte del Primer Congreso de Simulación de Australasia, ASC 2016, celebrado en Melbourne, VIC, Australia, en septiembre de 2016. Los 28 artÃculos completos revisados ​​incluidos en el volumen fueron cuidadosamente revisados ​​y seleccionados entre 55 presentaciones. Están organizados en las siguientes secciones temáticas: Cómo lograr la calificación; Ahora que lo pienso; De aquà a la fidelidad; El nombre del juego; y Adelante del juego. Tipo de medio : Computadora Summary : This book constitutes the refereed post-conference proceedings of the 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and the 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, held in Melbourne, VIC, Australia, in September 2016. The 28 revised full papers included in the volume were carefully reviewed and selected from 55 submissions. They are organized in the following topical sections: Making the grade; Come to think of it; From here to fidelity; The name of the game; and Ahead of the game. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Intersections in Simulation and Gaming : 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, Melbourne, VIC, Australia, September 26-29, 2016, Revised Selected Papers [documento electrónico] / Naweed, Anjum, ; Wardaszko, Marcin, ; Leigh, Elyssebeth, ; Meijer, Sebastiaan, . - 1 ed. . - [s.l.] : Springer, 2018 . - XI, 412 p. 121 ilustraciones.
ISBN : 978-3-319-78795-4
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: Ciencias sociales Visión por computador Aplicación informática en ciencias sociales y del comportamiento. Interfaces de usuario e interacción persona-computadora Computadoras y Educación La interacción persona-ordenador Interfaces de usuario (sistemas informáticos) Procesamiento de datos Educación Red informática Redes de comunicación informática Clasificación: 004.6 Ciencia de los computadores (Interfaces y comunicaciones) Resumen: Este libro constituye las actas posteriores a la conferencia arbitradas de la 21.ª Conferencia Anual de Capacitación y TecnologÃa de Simulación, SimTecT 2016, y la 47.ª Conferencia de la Asociación Internacional de Juegos y Simulación, ISAGA 2016, celebrada como parte del Primer Congreso de Simulación de Australasia, ASC 2016, celebrado en Melbourne, VIC, Australia, en septiembre de 2016. Los 28 artÃculos completos revisados ​​incluidos en el volumen fueron cuidadosamente revisados ​​y seleccionados entre 55 presentaciones. Están organizados en las siguientes secciones temáticas: Cómo lograr la calificación; Ahora que lo pienso; De aquà a la fidelidad; El nombre del juego; y Adelante del juego. Tipo de medio : Computadora Summary : This book constitutes the refereed post-conference proceedings of the 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and the 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, held in Melbourne, VIC, Australia, in September 2016. The 28 revised full papers included in the volume were carefully reviewed and selected from 55 submissions. They are organized in the following topical sections: Making the grade; Come to think of it; From here to fidelity; The name of the game; and Ahead of the game. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...]