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Computer. Automation --- games --- serious games --- informatica
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The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the respective technique into a particular game. .
Computer assisted instruction --- Audiovisual methods --- Didactics --- Teaching --- onderwijstechnologie --- serious games --- didactiek --- onderwijs --- computerondersteund onderwijs --- opvoeding
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Computer assisted instruction --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- beeldverwerking --- games --- serious games --- grafische vormgeving --- computerondersteund onderwijs --- robots
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This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.
Computer science --- Computer architecture. Operating systems --- Computer. Automation --- serious games --- computers --- informatica --- multimedia --- hardware --- computerkunde --- PC (personal computer)
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Marketing text: This innovative book explores how games can be serious, even though most people generally associate them with entertainment and fun. It demonstrates how videogames can be a valuable tool in clinics and demonstrates how clinicians can use them in physical rehabilitation for various pathologies. It also describes step by step their integration in rehabilitation, from the (gaming) technology used to its application in clinics. Further, drawing on an extensive literature review, it discusses the pros and cons of videogames and how they can help overcome certain obstacles to rehabilitation. The last part of the book examines the main challenges and barriers that still need to be addressed to increase and improve the use and efficacy of this new technology for patients. The book is intended for physiotherapists and clinicians alike, providing a useful tool for all those seeking a comprehensive overview of the field of serious games and considering adding it to conventional rehabilitation treatment.
Social policy and particular groups --- Physiotherapy. Alternative treatments --- farmacologie --- serious games --- revalidatie --- kinesitherapie --- ergotherapie --- rehabilitatie --- sociale integratie
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Journalism --- Computer assisted instruction --- Audiovisual methods --- Information systems --- Computer. Automation --- games --- ICT (informatie- en communicatietechnieken) --- bedrijfseconomie --- onderwijstechnologie --- serious games --- informatica --- media --- computerondersteund onderwijs --- informatiesystemen --- informatica management
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Computer assisted instruction --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- games --- serious games --- informatica --- maatschappij --- computerondersteund onderwijs --- robots --- PC (personal computer)
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This book is the first single volume that brings together the topics of serious games, alternative realities, and play therapy. The focus is on the use of digital media for the therapeutic benefit and well-being of a wide range of people−spanning those with special needs to the elderly to entire urban neighborhoods. This book brings together these topics to demonstrate the increasing trans/inter/multi-disciplinary initiatives apparent today in science, medicine, and academic research−interdisciplinary initiative that are already profoundly impacting society. .
Human biochemistry --- Applied physical engineering --- Artificial intelligence. Robotics. Simulation. Graphics --- neuronale netwerken --- fuzzy logic --- medische biochemie --- cybernetica --- serious games --- biochemie --- KI (kunstmatige intelligentie) --- ingenieurswetenschappen --- robots --- AI (artificiële intelligentie)
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This book emerged out of research done during the period between 2004 and 2016 on the topic of mobile and wearable computing. It did not solely focus on technical solutions and the search for a general approach but also on the question how people can live with this technology. Thus social and organizational aspects were also part of the research. The findings demonstrate the opportunities of serious games and reveal the need of clinical studies when targeting at solutions that are to become part of any kind of therapy. The result is a comprehensive presentation of research findings covering different important aspects in the domain of wearable and pervasive computing for a better life. Contents Wearable and Pervasive Computing for Healthcare and towards Serious Games Reference Rehabilitation Platform for Serious Games in Neuro-Rehabilitation Technical Concept of Health Data Collection and Integration Media Ecology Aspects of Homecare Assistive and Rehabilitation Technology Intuitive Interaction and Recognizing Emotional States Clinical Experiences from Clinical Texts Target Groups Researchers and students in the fields of medical and neurorehabilitation, IT health, homecare, and serious games development Physiotherapists for rehabilitation The Editors Prof. Dr. Michael Lawo was a professor for applied computer science at the University of Bremen from 2004 to 2016. Dr. Peter Knackfuß is consultant for network technology and industry and public bodies while performing research and development projects.
Computer science --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- computervisie --- wearables --- mobiele netwerken --- serious games --- computers --- grafische vormgeving --- informatica --- wiskunde --- KI (kunstmatige intelligentie) --- computerkunde --- AI (artificiële intelligentie)
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This book constitutes the refereed proceedings of the 4th International Conference on Serious Games for Training, Education, Health and Sports, GameDays 2014, held in Darmstadt, Germany, in April 2014. The 13 full papers presented together with 3 short papers, 2 keynotes, and 3 workshop papers were carefully reviewed and selected for inclusion in this book. The topics of the papers are settled in the fields of (game-based) training, teaching and learning, authoring tools, mobile gaming, health and rehabilitation, and citizen science. The papers address a broad scope of issues, including mechanisms and effects of (Serious) Games, adaptation and personalisation, local, mobile, and internet learning and education applications, game, reuse and evaluation, game settings, types of learners, problem solving etc.
Computer assisted instruction --- Teaching --- Computer science --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- serious games --- computers --- grafische vormgeving --- informatica --- landbouw --- multimedia --- onderwijs --- computerondersteund onderwijs --- KI (kunstmatige intelligentie) --- computerkunde --- PC (personal computer) --- AI (artificiële intelligentie)
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