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This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.
Engineering. --- User interfaces (Computer systems). --- Educational technology. --- Computational intelligence. --- Mass media. --- Communication. --- Social sciences in mass media. --- Computational Intelligence. --- User Interfaces and Human Computer Interaction. --- Educational Technology. --- Media Sociology. --- Mass media --- Communication, Primitive --- Mass communication --- Sociology --- Media, Mass --- Media, The --- Communication --- Intelligence, Computational --- Artificial intelligence --- Soft computing --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Teaching --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Construction --- Industrial arts --- Aids and devices --- Computer games --- Electronic games --- Design --- Social aspects. --- Electronic toys --- Games --- Application software --- Computer science. --- Education. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Training --- Informatics --- Science --- Education
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This book constitutes the refereed proceedings of the 13th International Conference on Entertainment Computing, ICEC 2014, held in Sydney, Australia, in October 2013. The 20 full papers, 6 short papers and 8 posters presented were carefully reviewed and selected from 62 submissions. In addition to these papers, the program featured 3 demonstration papers, and 2 workshops. The papers cover various aspects of entertainment computing including authoring, development, use and evaluation of digital entertainment artefacts and processes.
Computer science. --- User interfaces (Computer systems). --- Artificial intelligence. --- Computer graphics. --- Personal computers. --- Multimedia systems. --- Computer Science. --- Personal Computing. --- User Interfaces and Human Computer Interaction. --- Computer Graphics. --- Media Design. --- Artificial Intelligence (incl. Robotics). --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Minicomputers --- 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 --- Artificial Intelligence. --- Entertainment computing --- Amusements --- Multimedia systems .
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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.
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
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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.
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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This book constitutes the proceedings of the 4th International Conference on Serious Games, JCSG 2018, held in Darmstadt, Germany, in November 2018. The 15 full and 12 short papers presented in this volume were carefully reviewed and selected from 40 submissions. They were organized in topical sections named: serious games studies; game-based learning and teaching; game development - serious games design, models, tools and emerging technologies; and serious games for health. .
Computer science. --- Computer vision. --- Computer graphics. --- Artificial intelligence. --- Education. --- Social sciences --- User Interfaces and Human Computer Interaction. --- Image Processing and Computer Vision. --- Computer Graphics. --- Artificial Intelligence. --- Computers and Education. --- Computer Appl. in Social and Behavioral Sciences. --- Data processing. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- 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 --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Engineering graphics --- Image processing --- Machine vision --- Vision, Computer --- Artificial intelligence --- Pattern recognition systems --- Informatics --- Science --- Education --- Digital techniques --- Computer games --- Design --- Application software --- Electronic games --- User interfaces (Computer systems). --- Optical data processing. --- Education—Data processing. --- Application software. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Optical computing --- Visual data processing --- Integrated optics --- Photonics --- Computers --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Optical equipment
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