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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.
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
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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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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 --- 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
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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.
User interfaces (Computer systems). --- Human-computer interaction. --- Application software. --- Image processing --- Computer vision. --- User Interfaces and Human Computer Interaction. --- Computer and Information Systems Applications. --- Computer Imaging, Vision, Pattern Recognition and Graphics. --- Digital techniques.
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Journalism --- Information systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- ICT (informatie- en communicatietechnieken) --- storytelling --- grafische vormgeving --- informatica --- media --- multimedia --- informatiesystemen --- robots
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Programming --- Computer architecture. Operating systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- computervisie --- DIP (documentimage processing) --- beeldverwerking --- applicatiebeheer --- apps --- grafische vormgeving --- informatica --- architectuur (informatica) --- interfaces
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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.
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
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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. --- Special purpose computers. --- Multimedia information systems. --- Personal computers. --- Computer Science. --- Multimedia Information Systems. --- Personal Computing. --- Special Purpose and Application-Based Systems. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Special purpose computers --- Informatics --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Multimedia systems. --- Software engineering. --- Computer software engineering --- Engineering --- Information storage and retrieval systems --- Science --- Computer games. --- Educational games. --- Computers --- Minicomputers
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Education --- Social Sciences --- Theory & Practice of Education
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