LEADER 04052nam 22007215 450 001 9910349425203321 005 20200701005811.0 010 $a3-319-78795-0 024 7 $a10.1007/978-3-319-78795-4 035 $a(CKB)4100000002892543 035 $a(DE-He213)978-3-319-78795-4 035 $a(MiAaPQ)EBC6304899 035 $a(MiAaPQ)EBC5577262 035 $a(Au-PeEL)EBL5577262 035 $a(OCoLC)1030991880 035 $a(PPN)226696448 035 $a(EXLCZ)994100000002892543 100 $a20180331d2018 u| 0 101 0 $aeng 135 $aurnn#008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aIntersections in Simulation and Gaming$b[electronic resource] $e21st Annual Simulation Technology and Training Conference, SimTecT 2016, and 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, Melbourne, VIC, Australia, September 26-29, 2016, Revised Selected Papers /$fedited by Anjum Naweed, Marcin Wardaszko, Elyssebeth Leigh, Sebastiaan Meijer 205 $a1st ed. 2018. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2018. 215 $a1 online resource (XI, 412 p. 121 illus.) 225 1 $aInformation Systems and Applications, incl. Internet/Web, and HCI ;$v10711 311 $a3-319-78794-2 330 $aThis book constitutes the refereed post-conference proceedings of the 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and the 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, held in Melbourne, VIC, Australia, in September 2016. The 28 revised full papers included in the volume were carefully reviewed and selected from 55 submissions. They are organized in the following topical sections: Making the grade; Come to think of it; From here to fidelity; The name of the game; and Ahead of the game. 410 0$aInformation Systems and Applications, incl. Internet/Web, and HCI ;$v10711 606 $aComputer communication systems 606 $aEducation?Data processing 606 $aUser interfaces (Computer systems) 606 $aApplication software 606 $aOptical data processing 606 $aComputer Communication Networks$3https://scigraph.springernature.com/ontologies/product-market-codes/I13022 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 $aComputer Appl. in Social and Behavioral Sciences$3https://scigraph.springernature.com/ontologies/product-market-codes/I23028 606 $aImage Processing and Computer Vision$3https://scigraph.springernature.com/ontologies/product-market-codes/I22021 615 0$aComputer communication systems. 615 0$aEducation?Data processing. 615 0$aUser interfaces (Computer systems). 615 0$aApplication software. 615 0$aOptical data processing. 615 14$aComputer Communication Networks. 615 24$aComputers and Education. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aComputer Appl. in Social and Behavioral Sciences. 615 24$aImage Processing and Computer Vision. 676 $a001 702 $aNaweed$b Anjum$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aWardaszko$b Marcin$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aLeigh$b Elyssebeth$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aMeijer$b Sebastiaan$4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910349425203321 996 $aIntersections in Simulation and Gaming$92102245 997 $aUNINA