Trends and Applications of Serious Gaming and Social Media

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Author :
Publisher : Springer
ISBN 13 : 981456026X
Total Pages : 186 pages
Book Rating : 4.8/5 (145 download)

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Book Synopsis Trends and Applications of Serious Gaming and Social Media by : Youngkyun Baek

Download or read book Trends and Applications of Serious Gaming and Social Media written by Youngkyun Baek and published by Springer. This book was released on 2014-07-08 with total page 186 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Handbook of Research on Serious Games for Educational Applications

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Author :
Publisher : IGI Global
ISBN 13 : 1522505148
Total Pages : 496 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Handbook of Research on Serious Games for Educational Applications by : Zheng, Robert

Download or read book Handbook of Research on Serious Games for Educational Applications written by Zheng, Robert and published by IGI Global. This book was released on 2016-08-01 with total page 496 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.

Entertainment Computing and Serious Games

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Author :
Publisher : Springer
ISBN 13 : 3319461524
Total Pages : 541 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Entertainment Computing and Serious Games by : Ralf Dörner

Download or read book Entertainment Computing and Serious Games written by Ralf Dörner and published by Springer. This book was released on 2016-10-05 with total page 541 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Handbook of Research on Promoting Economic and Social Development Through Serious Games

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Author :
Publisher : IGI Global
ISBN 13 : 1799897346
Total Pages : 665 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Promoting Economic and Social Development Through Serious Games by : Bernardes, Oscar

Download or read book Handbook of Research on Promoting Economic and Social Development Through Serious Games written by Bernardes, Oscar and published by IGI Global. This book was released on 2022-03-18 with total page 665 pages. Available in PDF, EPUB and Kindle. Book excerpt: While gaming has become an increasingly popular leisure activity in society, the success of the videogame market has also contributed to the application of serious games in many different contexts and most importantly for learning purposes. This technological novelty is the basis for an innovative change in myriad environments such as education, commerce, marketing, healthcare, and many more. It is of great import to understand these applications in order to improve organizational development. The Handbook of Research on Promoting Economic and Social Development Through Serious Games provides reflection on the multidisciplinary applications of serious games. This book contextualizes the importance of serious games in organizational and societal improvement. Covering topics such as cultural heritage, mental health, and tourism, this book is a dynamic resource for policymakers, academicians, interdisciplinary researchers, graduate and post-graduate students, technology developers, faculty of K-12 and higher education, and government officials.

Serious Games and Edutainment Applications

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Publisher : Springer Science & Business Media
ISBN 13 : 1447121619
Total Pages : 502 pages
Book Rating : 4.4/5 (471 download)

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Book Synopsis Serious Games and Edutainment Applications by : Minhua Ma

Download or read book Serious Games and Edutainment Applications written by Minhua Ma and published by Springer Science & Business Media. This book was released on 2011-12-09 with total page 502 pages. Available in PDF, EPUB and Kindle. Book excerpt: The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.

Enabling Person-Centric Healthcare Using Ambient Assistive Technology

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Author :
Publisher : Springer Nature
ISBN 13 : 3031382811
Total Pages : 322 pages
Book Rating : 4.0/5 (313 download)

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Book Synopsis Enabling Person-Centric Healthcare Using Ambient Assistive Technology by : Paolo Barsocchi

Download or read book Enabling Person-Centric Healthcare Using Ambient Assistive Technology written by Paolo Barsocchi and published by Springer Nature. This book was released on 2023-10-03 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book experiences the future of patient-centered healthcare and dives into the latest advancements and transformative technologies that are revolutionizing the well-being of individuals around the globe. The readers can join authors on an engaging journey as the authors explore the captivating realm of ambient assisted living and unlock its immense potential for improving healthcare outcomes. This book goes beyond mere exploration; it invites readers to embark on a voyage of discovery as authors unveil the outcomes of groundbreaking research ideas. With a diverse range of applications, from deep learning in healthcare to cutting-edge models, the authors offer a comprehensive view of the opportunities and challenges that lie ahead. Whether you're a healthcare professional, an academic seeking the latest insights, or a researcher delving into the realms of ambient assistive technology, biomedical engineering, or computational intelligence, this book is an invaluable resource. Additionally, postgraduate students pursuing data engineering systems find it to be an essential guide. Each chapter stands independently, providing a comprehensive overview of problem formulation and its tangible outcomes. The readers can immerse themselves in the world of patient-centered healthcare today and become part of the forefront of innovation.

Fusion of Smart, Multimedia and Computer Gaming Technologies

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Author :
Publisher : Springer
ISBN 13 : 3319146459
Total Pages : 205 pages
Book Rating : 4.3/5 (191 download)

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Book Synopsis Fusion of Smart, Multimedia and Computer Gaming Technologies by : Dharmendra Sharma

Download or read book Fusion of Smart, Multimedia and Computer Gaming Technologies written by Dharmendra Sharma and published by Springer. This book was released on 2015-02-11 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: This monograph book is focused on the recent advances in smart, multimedia and computer gaming technologies. The Contributions include: ·Smart Gamification and Smart Serious Games. ·Fusion of secure IPsec-based Virtual Private Network, mobile computing and rich multimedia technology. ·Teaching and Promoting Smart Internet of Things Solutions Using the Serious-game Approach. ·Evaluation of Student Knowledge using an e-Learning Framework. ·The iTEC Eduteka. ·3D Virtual Worlds as a Fusion of Immersing, Visualizing, Recording, and Replaying Technologies. ·Fusion of multimedia and mobile technology in audio guides for Museums and Exhibitions: from Bluetooth Push to Web Pull. The book is directed to researchers, students and software developers working in the areas of education and information technologies.

Gamification in Education: Breakthroughs in Research and Practice

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Author :
Publisher : IGI Global
ISBN 13 : 1522551999
Total Pages : 677 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Gamification in Education: Breakthroughs in Research and Practice by : Management Association, Information Resources

Download or read book Gamification in Education: Breakthroughs in Research and Practice written by Management Association, Information Resources and published by IGI Global. This book was released on 2018-01-05 with total page 677 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice

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Publisher : IGI Global
ISBN 13 : 1466695234
Total Pages : 636 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice by : Novák, Daniel

Download or read book Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice written by Novák, Daniel and published by IGI Global. This book was released on 2015-09-14 with total page 636 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the past decade, the healthcare industry has adopted games as a powerful tool for promoting personal health and wellness. Utilizing principles of gamification to engage patients with positive reinforcement, these games promote stronger attention to clinical and self-care guidelines, and offer exciting possibilities for primary prevention. Targeting an audience of academics, researchers, practitioners, healthcare professionals, and even patients, the Handbook of Research on Holistic Perspectives in Gamification for Clinical Practices reviews current studies and empirical evidence, highlights critical principles of gamification, and fosters the increasing application of games at the practical, clinical level.

Gamification

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Publisher : Springer
ISBN 13 : 3319455575
Total Pages : 164 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Gamification by : Stefan Stieglitz

Download or read book Gamification written by Stefan Stieglitz and published by Springer. This book was released on 2016-10-04 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.

Gaming and Technology Addiction: Breakthroughs in Research and Practice

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Publisher : IGI Global
ISBN 13 : 1522507795
Total Pages : 898 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Gaming and Technology Addiction: Breakthroughs in Research and Practice by : Management Association, Information Resources

Download or read book Gaming and Technology Addiction: Breakthroughs in Research and Practice written by Management Association, Information Resources and published by IGI Global. This book was released on 2016-08-05 with total page 898 pages. Available in PDF, EPUB and Kindle. Book excerpt: Addiction is a powerful and destructive condition impacting large portions of the population around the world. While typically associated with substances such as drugs and alcohol, technology and gaming addiction have become a concern in recent years as technology use has become ubiquitous. Gaming and Technology Addiction: Breakthroughs in Research and Practice explores the social and psychological implications of technology and gaming addiction in addition to ways to manage and treat this unique form of addiction. Focusing on emerging research, case studies, and future outlooks, this comprehensive publication is an essential resource for psychologists, counselors, graduate-level students, and researchers studying psychology and technology use.

Pop Culture in Europe

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Publisher : Bloomsbury Publishing USA
ISBN 13 :
Total Pages : 370 pages
Book Rating : 4.2/5 (161 download)

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Book Synopsis Pop Culture in Europe by : Juliana Tzvetkova

Download or read book Pop Culture in Europe written by Juliana Tzvetkova and published by Bloomsbury Publishing USA. This book was released on 2017-10-12 with total page 370 pages. Available in PDF, EPUB and Kindle. Book excerpt: A fascinating survey of popular culture in Europe, from Celtic punk and British TV shows to Spanish fashion and Italian sports. From One Direction and Adele to Penelope Cruz and Alexander Skarsgard, many Europeans are becoming household names in the United States. This ready-reference guide covers international pop culture spanning music, literature, movies, television and radio, the Internet, sports, video games, and fashion, from the mid-20th century through the present day. The organization of the book—with entries arranged alphabetically within thematic chapters—allows readers to quickly find the topic they are seeking. Additionally, indexing allows for cross-cultural comparisons to be made between pop culture in Europe to that of the United States. An extensive chronology and lengthy introduction provide important contextual information, such as the United States' influence on movies, music, and the Internet; the effect of censorship on Internet and social media use; and the history of pop culture over the years. Topics feature key musicians, songs, books, actors and actresses, movies and television shows, popular websites, top athletes, games, clothing fads and designers, and much more.

Encyclopedia of Computer Graphics and Games

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Publisher : Springer Nature
ISBN 13 : 3031231619
Total Pages : 2150 pages
Book Rating : 4.0/5 (312 download)

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Book Synopsis Encyclopedia of Computer Graphics and Games by : Newton Lee

Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

Ambient Intelligence for Health

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Author :
Publisher : Springer
ISBN 13 : 3319265083
Total Pages : 304 pages
Book Rating : 4.3/5 (192 download)

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Book Synopsis Ambient Intelligence for Health by : José Bravo

Download or read book Ambient Intelligence for Health written by José Bravo and published by Springer. This book was released on 2015-12-23 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed conference proceedings of the First International Conference on Ambient Intelligence for Health, AmIHEALTH 2015, held in Puerto Varas, Chile, in December 2015. The 20 revised full papers and 9 short papers were reviewed and selected from 32 submissions and cover topics on technologies for implementing AmIHealth environments; frameworks related with AmIHealth environments; applied algorithms in e-Health systems; interactions within the AmIHealth environments; applications and case studies of AmIHealth environments; and metrics for health environments.

Simulations, Serious Games and Their Applications

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Publisher : Springer Science & Business Media
ISBN 13 : 9814560324
Total Pages : 258 pages
Book Rating : 4.8/5 (145 download)

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Book Synopsis Simulations, Serious Games and Their Applications by : Yiyu Cai

Download or read book Simulations, Serious Games and Their Applications written by Yiyu Cai and published by Springer Science & Business Media. This book was released on 2013-11-08 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the state of the art technology in Serious Games which is driven extensive by applications and research in simulation. The topics in this book include: (1) Fashion simulation; (2) Chinese calligraphy ink diffusion simulation; (3) Rehabilitation (4) Long vehicle turning simulation; (5) Marine traffic conflict control; (6) CNC simulation; (7) Special needs education. The book also addresses the fundamental issues in Simulation and Serious Games such as rapid collision detection, game engines or game development platforms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games and Simulation. The major part of this book comprises of papers presented at the 2012 Asia-Europe Workshop on Serious Games and Simulation held in Nanyang Technological University, Singapore (May 9, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.

Cross-Cultural Design. Experience and Product Design Across Cultures

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Publisher : Springer Nature
ISBN 13 : 3030770745
Total Pages : 584 pages
Book Rating : 4.0/5 (37 download)

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Book Synopsis Cross-Cultural Design. Experience and Product Design Across Cultures by : Pei-Luen Patrick Rau

Download or read book Cross-Cultural Design. Experience and Product Design Across Cultures written by Pei-Luen Patrick Rau and published by Springer Nature. This book was released on 2021-07-03 with total page 584 pages. Available in PDF, EPUB and Kindle. Book excerpt: The three-volume set LNCS 12771-12773 constitutes the refereed proceedings of the 13th International Conference on Cross-Cultural Design, CCD 2021, which was held as part of HCI International 2021 and took place virtually during July 24-29, 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers included in the HCII-CCD volume set were organized in topical sections as follows: Part I: Cross-cultural experience design; cross-cultural product design; cultural differences and cross-cultural communication; Part II: Culture, arts and creativity; culture, learning and well-being; social change and social development; Part III: CCD in cultural heritage and tourism; CCD in autonomous vehicles and driving; CCD in virtual agents, robots and intelligent assistants.

Recent Advances in Technologies for Inclusive Well-Being

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Publisher : Springer Nature
ISBN 13 : 3030596087
Total Pages : 551 pages
Book Rating : 4.0/5 (35 download)

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Book Synopsis Recent Advances in Technologies for Inclusive Well-Being by : Anthony Lewis Brooks

Download or read book Recent Advances in Technologies for Inclusive Well-Being written by Anthony Lewis Brooks and published by Springer Nature. This book was released on 2021-03-16 with total page 551 pages. Available in PDF, EPUB and Kindle. Book excerpt: In a time of ongoing pandemic when well-being is a priority this volume presents latest works across disciplines associated to Virtual Patients, Gamification and Simulation. Chapters herein present international perspectives with authors from around the globe contributing to this impactful third edition to the series following a 2014 Springer book on Technologies for Inclusive Well-Being and a 2017 Springer book Recent Advances in Technologies for Inclusive Well-Being. Digital technologies are pervasive in life and the contributions herein focus on specific attributes and situations, especially in training and treatment programmes spanning across ranges of diagnosis, conditions, ages, and targeted impacts. This volume purposefully does not cover all (even if that was possible) aspects on how virtual interactive space can align to statial computing, which in turn can align with related embodied entities (whatever the terms used e.g. Virtual, Augmented, Extended, Mixed Realities) along with AI, Deep Learning etc. It also doesn’t cover what some may refer to as ‘trendy terms’ such as 360 degree, video, WebXR, cryptocurrency, blockchain, virtual goods, AR museums, travel and teleportation...however, what is covered in this book, and the prior volumes it builds upon (as above), is a sharing and questioning of advancing technologies for inclusive well-being through research and practices from an avant-garde perspective.