Información del autor
Autor Coelho, António |
Documentos disponibles escritos por este autor (1)
Crear una solicitud de compra Refinar búsqueda
Serious Games, Interaction and Simulation / Vaz de Carvalho, Carlos ; Escudeiro, Paula ; Coelho, António
TÃtulo : Serious Games, Interaction and Simulation : 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers Tipo de documento: documento electrónico Autores: Vaz de Carvalho, Carlos, ; Escudeiro, Paula, ; Coelho, António, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2017 Número de páginas: XIV, 157 p. 54 ilustraciones ISBN/ISSN/DL: 978-3-319-51055-2 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: Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Inteligencia artificial Computadoras y civilización Procesamiento de imágenes Visión por computador Tecnologia Educacional Computadoras y Educación Interfaces de usuario e interacción persona-computadora Computadoras y sociedad Imágenes por computadora visión reconocimiento de patrones y gráficos Educación Digital y TecnologÃa Educativa Clasificación: 371.334 Resumen: Este libro constituye las actas post-conferencia revisadas exhaustivamente de la 6.ª Conferencia Internacional sobre Juegos Serios, Interacción y Simulación, SGAMES 2016, celebrada en Oporto (Portugal) en junio de 2016. Los 19 artÃculos completos revisados ​​que se presentaron junto con 2 artÃculos principales y una introducción editorial fueron cuidadosamente revisados ​​y seleccionados de entre todos los envÃos. Los artÃculos cubren áreas como la cognición, la psicologÃa, la educación mejorada con tecnologÃa, la evaluación y valoración, la multimedia y la tecnologÃa de la información, y presentan nuevos enfoques cientÃficos y resultados de experimentos y aplicaciones de la vida real. Nota de contenido: 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 for Energy Efficiency -- Gamification at Scraim -- The LabRint Serious Game: A New Intelligence Analysis Methodology. Tipo de medio : Computadora Summary : This book constitutes the thoroughly refereed post-conference proceedings of the 6th International Conference on Serious Games, Interaction and Simulation, SGAMES 2016, held in Porto, Portugal, in June 2016. The 19 revised full papers presented together with 2 keynote papers and an editorial introduction were carefully reviewed and selected from all the submissions. The papers cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology and feature new scientific approaches and results from experiments and real-life applications. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Serious Games, Interaction and Simulation : 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers [documento electrónico] / Vaz de Carvalho, Carlos, ; Escudeiro, Paula, ; Coelho, António, . - 1 ed. . - [s.l.] : Springer, 2017 . - XIV, 157 p. 54 ilustraciones.
ISBN : 978-3-319-51055-2
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: Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Inteligencia artificial Computadoras y civilización Procesamiento de imágenes Visión por computador Tecnologia Educacional Computadoras y Educación Interfaces de usuario e interacción persona-computadora Computadoras y sociedad Imágenes por computadora visión reconocimiento de patrones y gráficos Educación Digital y TecnologÃa Educativa Clasificación: 371.334 Resumen: Este libro constituye las actas post-conferencia revisadas exhaustivamente de la 6.ª Conferencia Internacional sobre Juegos Serios, Interacción y Simulación, SGAMES 2016, celebrada en Oporto (Portugal) en junio de 2016. Los 19 artÃculos completos revisados ​​que se presentaron junto con 2 artÃculos principales y una introducción editorial fueron cuidadosamente revisados ​​y seleccionados de entre todos los envÃos. Los artÃculos cubren áreas como la cognición, la psicologÃa, la educación mejorada con tecnologÃa, la evaluación y valoración, la multimedia y la tecnologÃa de la información, y presentan nuevos enfoques cientÃficos y resultados de experimentos y aplicaciones de la vida real. Nota de contenido: 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 for Energy Efficiency -- Gamification at Scraim -- The LabRint Serious Game: A New Intelligence Analysis Methodology. Tipo de medio : Computadora Summary : This book constitutes the thoroughly refereed post-conference proceedings of the 6th International Conference on Serious Games, Interaction and Simulation, SGAMES 2016, held in Porto, Portugal, in June 2016. The 19 revised full papers presented together with 2 keynote papers and an editorial introduction were carefully reviewed and selected from all the submissions. The papers cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology and feature new scientific approaches and results from experiments and real-life applications. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...]