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E-learning and games for training, education, health and sports : 7th International Conference, Edutainment 2012 and 3rd International Conference, GameDays 2012, Darmstadt, Germany, September 18-20, 2012, Proceedings
Authors: ---
ISBN: 3642334652 3642334660 Year: 2012 Publisher: Berlin ; Heidelberg : Springer,

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This book constitutes the refereed proceedings of the 7th International Conference on E-Learning and Games, Edutainment 2012, held in conjunction with the 3rd International Conference on Serious Games for Training, Education, Health and Sports, GameDays 2012, held in Darmstadt, Germany, in September 2012. The 21 full papers presented were carefully reviewed and selected for inclusion in this book. They are organized in topical sections named: game-based training; game-based teaching and learning; emerging learning and gaming technologies; authoring tools and mechanisms; and serious games for health.

Keywords

Engineering & Applied Sciences --- Computer Science --- Computer-assisted instruction --- Educational technology --- Educational games --- Instructive games --- Training games --- Computer science. --- Multimedia information systems. --- User interfaces (Computer systems). --- Computer graphics. --- Education --- Personal computers. --- Computer Science. --- Personal Computing. --- Computers and Education. --- User Interfaces and Human Computer Interaction. --- Information Systems Applications (incl. Internet). --- Multimedia Information Systems. --- Computer Graphics. --- Data processing. --- Games --- Simulation methods --- Education. --- Multimedia systems. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Informatics --- Science --- Digital techniques --- Education—Data processing. --- Application software. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Minicomputers


Book
Games for Training, Education, Health and Sports : 4th International Conference on Serious Games, GameDays 2014, Darmstadt, Germany, April 1-5, 2014. Proceedings
Authors: --- ---
ISBN: 3319059718 3319059726 Year: 2014 Publisher: Cham : Springer International Publishing : Imprint: Springer,

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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.

Keywords

Computer-assisted instruction --- Computer science. --- Education. --- Multimedia systems. --- Computer graphics. --- Personal Computing. --- Computers and Education. --- User Interfaces and Human Computer Interaction. --- Information Systems Applications (incl. Internet). --- Multimedia Information Systems. --- Computer Graphics. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Informatics --- Science --- Digital techniques --- Education --- Personal computers. --- Education—Data processing. --- User interfaces (Computer systems). --- Application software. --- Multimedia information systems. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Minicomputers


Book
Serious Games : 9th Joint International Conference, JCSG 2023, Dublin, Ireland, October 26–27, 2023, Proceedings
Authors: --- ---
ISBN: 3031447506 3031447514 Year: 2023 Publisher: Cham : Springer Nature Switzerland : Imprint: Springer,

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This book constitutes the refereed proceedings of the 9th Joint International Conference on Serious Games, JCSG 2023, held in Dublin, Ireland, during October 26–27, 2023. The 18 full papers presented together with 9 short papers and 14 poster papers were carefully reviewed and selected from 53 submissions. They are grouped into the following topics: technology and systems; theoretical and design aspects; health and wellbeing; extended realities; soft and social skills; academic skills; and posters and exhibits.

Technologies for interactive digital storytelling and entertainment : third international conference, TIDSE 2006, Darmstadt, Germany, December 4-6, 2006 : proceedings
Authors: --- --- ---
ISBN: 9783540499343 3540499342 3540499350 Year: 2006 Publisher: Berlin ; New York : Springer,

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This textbook contains the proceedings from the 3rd International Conference on Technologies for Interactive Digital Storytelling and Entertainment (TIDSE 2006). The contributions are grouped into six sections, which include subjects like virtual characters, story authoring, narrative systems, and examples of their application. During recent years, Interactive Digital Storytelling has evolved as a prospering - search topic, banding together formerly disjoined disciplines stemming from the arts and humanities as well as computer science. The subject of this book is of course strongly related to the notion of ‘storytelling’, which has been used as an effective means for the communication of knowledge and social values, ever since the early history of humankind. It also tries to build a bridge between current academic trends, for example, by investigating and formalizing narrative aspects of computer games, and by its developments for the experience-based design of human–media interaction in general. Starting with a scientific workshop at national level in 2000, the Digital Sto- telling group at ZGDV Darmstadt originated TIDSE, the International Conference for Technologies in Interactive Digital Storytelling and Entertainment. TIDSE 2003, TIDSE 2004, and TIDSE 2006 continued this series, and provided the latest research outcomes and indications for its usage within entertainment applications.

Keywords

Interactive multimedia --- Storytelling --- Literature and technology --- Multimédias interactifs --- Art de conter --- Littérature et technologie --- Congresses. --- Technique --- Congrès --- Digital storytelling --- Computer Science --- Engineering & Applied Sciences --- Industry and literature --- Technology and literature --- Story-telling --- Telling of stories --- Computer science. --- Multimedia information systems. --- User interfaces (Computer systems). --- Artificial intelligence. --- Computer graphics. --- Multimedia systems. --- Computer Science. --- Multimedia Information Systems. --- User Interfaces and Human Computer Interaction. --- Information Systems Applications (incl. Internet). --- Artificial Intelligence (incl. Robotics). --- Computer Graphics. --- Media Design. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Informatics --- Science --- Digital techniques --- Technology --- Oral interpretation --- Children's stories --- Folklore --- Oral interpretation of fiction --- Performance --- Artificial Intelligence. --- Application software. --- Multimedia systems . --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software


Book
Serious Games : Foundations, Concepts and Practice
Authors: --- --- ---
ISBN: 3319406116 3319406124 Year: 2016 Publisher: Cham : Springer International Publishing : Imprint: Springer,

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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”.


Book
Serious games: 9th joint international conference, JCSG 2023, Dublin, Ireland, October 26–27, 2023, proceedings
Authors: --- --- ---
ISBN: 9783031447518 Year: 2023 Publisher: Cham Springer

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This book constitutes the refereed proceedings of the 9th Joint International Conference on Serious Games, JCSG 2023, held in Dublin, Ireland, during October 26–27, 2023. The 18 full papers presented together with 9 short papers and 14 poster papers were carefully reviewed and selected from 53 submissions. They are grouped into the following topics: technology and systems; theoretical and design aspects; health and wellbeing; extended realities; soft and social skills; academic skills; and posters and exhibits.


Book
Serious Games : First Joint International Conference, JCSG 2015, Huddersfield, UK, June 3-4, 2015, Proceedings
Authors: --- --- --- --- --- et al.
ISBN: 9783319191263 331919125X 9783319191256 3319191268 Year: 2015 Publisher: Cham : Springer International Publishing : Imprint: Springer,

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This book constitutes the proceedings of the First Joint International Conference on Serious Games, JCSG 2015, held in Huddersfield, UK, in June 2015. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays. The total of 12 full papers and 5 short papers was carefully reviewed and selected from 31 submissions. The book also contains one full invited talk. The papers were organized in topical sections named: games for health; games for learning; games for other purposes; game design and development; and poster and demo papers.

Keywords

Computer Science. --- Personal Computing. --- Computers and Education. --- Artificial Intelligence (incl. Robotics). --- Information Systems Applications (incl. Internet). --- User Interfaces and Human Computer Interaction. --- Computers and Society. --- Computer science. --- Artificial intelligence. --- Education. --- Informatique --- Intelligence artificielle --- Education --- Engineering & Applied Sciences --- Computer Science --- User interfaces (Computer systems). --- Computers and civilization. --- Personal computers. --- Data processing. --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Minicomputers --- Civilization and computers --- Civilization --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Informatics --- Science --- Artificial Intelligence. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Computer games --- Educational games --- Game theory --- Design --- Instructive games --- Training games --- Games --- Application software --- Electronic games --- Education—Data processing. --- Application software. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software


Book
Serious Games : Second Joint International Conference, JCSG 2016, Brisbane, QLD, Australia, September 26-27, 2016, Proceedings
Authors: --- --- --- ---
ISBN: 331945840X 3319458418 Year: 2016 Publisher: Cham : Springer International Publishing : Imprint: Springer,

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This book constitutes the proceedings of the Second Joint International Conference on Serious Games, JCSG 2016, held in Brisbane, QLD, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays. The total of 36 full papers and 5 short papers was carefully reviewed and selected from numerous submissions. The papers were organized in topical sections named: health, well-being and accessibility; education, learning and training; science, nature and heritage; design, development and analysis; poster papers; exhibits.

Keywords

Computer science. --- User interfaces (Computer systems). --- Artificial intelligence. --- Education --- Computers and civilization. --- Personal computers. --- Computer Science. --- Personal Computing. --- Computers and Education. --- Artificial Intelligence (incl. Robotics). --- Information Systems Applications (incl. Internet). --- User Interfaces and Human Computer Interaction. --- Computers and Society. --- Data processing. --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Civilization and computers --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Interfaces, User (Computer systems) --- Informatics --- Minicomputers --- Civilization --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Human-machine systems --- Human-computer interaction --- Science --- Education. --- Artificial Intelligence. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Computer games --- Design --- Application software --- Electronic games --- Education—Data processing. --- Application software. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software


Book
Entertainment Computing and Serious Games : International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers
Authors: --- --- --- ---
ISBN: 3319461524 3319461516 Year: 2016 Publisher: Cham : Springer International Publishing : Imprint: Springer,

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The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015. .

Keywords

Computer science. --- Multimedia information systems. --- User interfaces (Computer systems). --- Computer graphics. --- Education --- Personal computers. --- Computer Science. --- Personal Computing. --- Information Systems Applications (incl. Internet). --- User Interfaces and Human Computer Interaction. --- Multimedia Information Systems. --- Computers and Education. --- Computer Graphics. --- Data processing. --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Minicomputers --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Informatics --- Science --- Digital techniques --- Multimedia systems. --- Education. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Entertainment computing --- Application software. --- Education—Data processing. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software


Book
Serious Games : Third Joint International Conference, JCSG 2017, Valencia, Spain, November 23-24, 2017, Proceedings
Authors: --- --- --- --- --- et al.
ISBN: 3319701118 331970110X Year: 2017 Publisher: Cham : Springer International Publishing : Imprint: Springer,

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This book constitutes the proceedings of the Third Joint International Conference on Serious Games, JCSG 2017, held in Valencia, Spain, in November 2017. This conference bundles the activities of the 8th International Conference on Serious Games Development and Applications, SGDA 2017, and the 7th Conference on Serious Games, GameDays 2017. The total of 23 full papers, 3 short papers, and 4 poster papers was carefully reviewed and selected from 44 submissions. The topics covered by the conference offered participants a valuable platform to discuss and learn about the latest developments, technologies and possibilities in the development and use of serious games with a special focus on how different fields can be combined to achieve the best possible results.

Keywords

Computer science. --- User interfaces (Computer systems). --- Artificial intelligence. --- Education --- Computers and civilization. --- Personal computers. --- Computer Science. --- Personal Computing. --- Computers and Education. --- Artificial Intelligence (incl. Robotics). --- Information Systems Applications (incl. Internet). --- User Interfaces and Human Computer Interaction. --- Computers and Society. --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Civilization and computers --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Interfaces, User (Computer systems) --- Informatics --- Data processing. --- Minicomputers --- Civilization --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Human-machine systems --- Human-computer interaction --- Science --- Education. --- Artificial Intelligence. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Computer games --- Educational games --- Computer graphics --- Programming --- Instructive games --- Training games --- Games --- Application software --- Electronic games --- Education—Data processing. --- Application software. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software

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