LEADER 05714nam 22007815 450 001 9910254844503321 005 20200701044336.0 010 $a3-319-51055-X 024 7 $a10.1007/978-3-319-51055-2 035 $a(CKB)3710000001006555 035 $a(DE-He213)978-3-319-51055-2 035 $a(MiAaPQ)EBC6298111 035 $a(MiAaPQ)EBC5594888 035 $a(Au-PeEL)EBL5594888 035 $a(OCoLC)1076258225 035 $a(PPN)197456014 035 $a(EXLCZ)993710000001006555 100 $a20161207d2017 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aSerious Games, Interaction and Simulation $e6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers /$fedited by Carlos Vaz de Carvalho, Paula Escudeiro, António Coelho 205 $a1st ed. 2017. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2017. 215 $a1 online resource (XIV, 157 p. 54 illus.) 225 1 $aLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,$x1867-8211 ;$v176 300 $aIncludes index. 311 $a3-319-51054-1 327 $aUsing 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. 330 $aThis book constitutes the thoroughly refereed post-conference proceedings of the 6th International Conference on Serious Games, Interaction and Simulation, SGAMES 2016, held in Porto, Portugal, in June 2016. The 19 revised full papers presented together with 2 keynote papers and an editorial introduction were carefully reviewed and selected from all the submissions. The papers cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology and feature new scientific approaches and results from experiments and real-life applications. 410 0$aLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,$x1867-8211 ;$v176 606 $aEducation?Data processing 606 $aUser interfaces (Computer systems) 606 $aArtificial intelligence 606 $aComputers and civilization 606 $aOptical data processing 606 $aEducational technology 606 $aComputers and Education$3https://scigraph.springernature.com/ontologies/product-market-codes/I24032 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aArtificial Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/I21000 606 $aComputers and Society$3https://scigraph.springernature.com/ontologies/product-market-codes/I24040 606 $aComputer Imaging, Vision, Pattern Recognition and Graphics$3https://scigraph.springernature.com/ontologies/product-market-codes/I22005 606 $aEducational Technology$3https://scigraph.springernature.com/ontologies/product-market-codes/O21000 615 0$aEducation?Data processing. 615 0$aUser interfaces (Computer systems). 615 0$aArtificial intelligence. 615 0$aComputers and civilization. 615 0$aOptical data processing. 615 0$aEducational technology. 615 14$aComputers and Education. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aArtificial Intelligence. 615 24$aComputers and Society. 615 24$aComputer Imaging, Vision, Pattern Recognition and Graphics. 615 24$aEducational Technology. 676 $a371.337 702 $aVaz de Carvalho$b Carlos$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aEscudeiro$b Paula$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aCoelho$b António$4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910254844503321 996 $aSerious Games, Interaction, and Simulation$92256422 997 $aUNINA