05714nam 22007815 450 991025484450332120200701044336.03-319-51055-X10.1007/978-3-319-51055-2(CKB)3710000001006555(DE-He213)978-3-319-51055-2(MiAaPQ)EBC6298111(MiAaPQ)EBC5594888(Au-PeEL)EBL5594888(OCoLC)1076258225(PPN)197456014(EXLCZ)99371000000100655520161207d2017 u| 0engurnn|008mamaatxtrdacontentcrdamediacrrdacarrierSerious Games, Interaction and Simulation 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers /edited by Carlos Vaz de Carvalho, Paula Escudeiro, António Coelho1st ed. 2017.Cham :Springer International Publishing :Imprint: Springer,2017.1 online resource (XIV, 157 p. 54 illus.) Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,1867-8211 ;176Includes index.3-319-51054-1 Using Games for the Phonetics Awareness of Children with Down syndrome -- Playful and gameful learning in a hybrid space -- Improving the learning of child movements through games -- ClueKing: Allowing Parents to Customize an Informal Learning Environment for Children -- The Importance of Socio-emotional Agency in Applied Games for Social Learning -- Learning Analytics Model in a Casual Serious Game for Computer Programming Learning -- GLAID: Designing a Game Learning Analytics Model to Analyze the Learning Process in Users with Intellectual Disabilities -- Automatic Extraction of Gameplay Design Expertise: an Approach Based on Semantic Annotation -- Designing game strategies: An analysis from knowledge management in software development contexts -- Neurocognitive stimulation Game: Serious game for neurocognitive stimulation and assessment -- The Perspectives of Older People on Digital Gaming: Interactions with Console and Tablet-based Games -- A Serious Game for Digital Skill Building among Individuals at Risk, Promoting Employability and Social Inclusion -- Learning and Long-Term Retention of Task-Specific Training in a Non-injured Population Using the Computer Assisted Rehabilitation Environment (CAREN) -- Sign Language Support – Adding a Gesture Library to the Leap Motion SDK -- VirtualSign Game Evaluation -- Towards an Ontology of Requirements for Pervasive Games Based Learning Systems: a Requirements Engineering Perspective -- Social Mpower: An Educational Game for Energy Efficiency -- Gamification at Scraim -- The LabRint Serious Game: A New Intelligence Analysis Methodology.This book constitutes the thoroughly refereed post-conference proceedings of the 6th International Conference on Serious Games, Interaction and Simulation, SGAMES 2016, held in Porto, Portugal, in June 2016. The 19 revised full papers presented together with 2 keynote papers and an editorial introduction were carefully reviewed and selected from all the submissions. The papers cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology and feature new scientific approaches and results from experiments and real-life applications.Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,1867-8211 ;176Education—Data processingUser interfaces (Computer systems)Artificial intelligenceComputers and civilizationOptical data processingEducational technologyComputers and Educationhttps://scigraph.springernature.com/ontologies/product-market-codes/I24032User Interfaces and Human Computer Interactionhttps://scigraph.springernature.com/ontologies/product-market-codes/I18067Artificial Intelligencehttps://scigraph.springernature.com/ontologies/product-market-codes/I21000Computers and Societyhttps://scigraph.springernature.com/ontologies/product-market-codes/I24040Computer Imaging, Vision, Pattern Recognition and Graphicshttps://scigraph.springernature.com/ontologies/product-market-codes/I22005Educational Technologyhttps://scigraph.springernature.com/ontologies/product-market-codes/O21000Education—Data processing.User interfaces (Computer systems).Artificial intelligence.Computers and civilization.Optical data processing.Educational technology.Computers and Education.User Interfaces and Human Computer Interaction.Artificial Intelligence.Computers and Society.Computer Imaging, Vision, Pattern Recognition and Graphics.Educational Technology.371.337Vaz de Carvalho Carlosedthttp://id.loc.gov/vocabulary/relators/edtEscudeiro Paulaedthttp://id.loc.gov/vocabulary/relators/edtCoelho Antónioedthttp://id.loc.gov/vocabulary/relators/edtMiAaPQMiAaPQMiAaPQBOOK9910254844503321Serious Games, Interaction, and Simulation2256422UNINA