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Josef Wiemeyer bietet in diesem essential einen Überblick über die Arten und Anwendungsbereiche von Serious Games im Gesundheitsbereich und behandelt Spielinhalte, Wirkungsmechanismen, Wirkungsnachweise und Anwendungssettings. Die vorgestellten Einsatzbeispiele in Prävention und Rehabilitation belegen eindrucksvoll die Stärken von Serious Games – die kritische Analyse zeigt aber auch, dass Serious Games kein Allheilmittel sind, sondern eine interessante und attraktive Ergänzung bisheriger Interventionsmethoden bieten. Der Inhalt Gesundheit – Begriff, Modelle und Interventionen Spielen, digitale Spiele, Serious Games und Games for Health Serious Games als Präventionsmittel Serious Games als Rehabilitations- und Therapiemittel Die Zielgruppen Rehabilitationsmediziner, Neurologen, Sportmediziner Physio- und Ergotherapeuten, Fitness- und Gesundheitstrainer sowie andere in der Prävention und Rehabilitation Tätige Der Autor Prof. Dr. rer. medic. Josef Wiemeyer ist am Institut für Sportwissenschaft der Technischen Universität Darmstadt tätig. Er engagiert sich seit Jahren erfolgreich im interdisziplinären Forschungsbereich „Technologie-basierte Lern- und Trainingssysteme im Sport“.
Clinical psychology. --- Rehabilitation. --- Mentally ill --- Neurology. --- Sports medicine. --- Physical therapy. --- Occupational therapy. --- Rehabilitation Psychology. --- Sports Medicine. --- Physiotherapy. --- Occupational Therapy.
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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 provides an overview of current research in the fascinating, interdisciplinary field of computer science and sports. It includes papers from the 11th International Symposium on Computer Science in Sport (IACSS 2017), which took place in Constance, Germany, on September 6–9, 2017. The papers represent the state of the art in utilizing the latest developments in computer science to support coaches and athletes. The book covers a broad range of topics, reflecting the diversity of the field. It presents three categories of papers: those on concepts in informatics like modeling, virtual reality, simulation; those describing applications of computer science in sports like running, volleyball, water polo, and football; and contributions discussing the impact of computer science in sports federations and universities. .
Applied physical engineering --- Artificial intelligence. Robotics. Simulation. Graphics --- Recreation. Games. Sports. Corp. expression --- neuronale netwerken --- fuzzy logic --- cybernetica --- sportwetenschappen --- KI (kunstmatige intelligentie) --- ingenieurswetenschappen --- AI (artificiële intelligentie)
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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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Computer assisted instruction --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- games --- grafische vormgeving --- informatica --- multimedia --- computerondersteund onderwijs --- KI (kunstmatige intelligentie) --- PC (personal computer) --- AI (artificiële intelligentie)
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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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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.
Educational games --- Educational technology --- Computer science. --- Computers, Special purpose --- Multimedia systems --- Microcomputers --- Jeux éducatifs --- Technologie éducative --- Informatique --- Ordinateurs spécialisés --- Multimédia --- Micro-ordinateurs
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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.
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
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