Enterprise Applications and Services in the Finance Industry [[electronic resource] ] : 7th International Workshop, FinanceCom 2014, Sydney, Australia, December 2014, Revised Papers / / edited by Artur Lugmayr |
Edizione | [1st ed. 2015.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2015 |
Descrizione fisica | 1 online resource (IX, 139 p. 29 illus.) |
Disciplina | 332.0285 |
Collana | Lecture Notes in Business Information Processing |
Soggetto topico |
E-commerce
E-business Electronic commerce Business enterprises—Finance Application software e-Commerce/e-business e-Business/e-Commerce Business Finance Computer Appl. in Administrative Data Processing Information Systems Applications (incl. Internet) |
ISBN | 3-319-28151-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Detecting Changing Financial Relationships: A Self Organising Map Approach -- Evaluation of News-Based Trading Strategies -- A framework for evaluating the effectiveness of financial news sentiment scoring techniques -- Finding Evidence of Irrational Exuberance in the Oil Market -- Validating an Incremental Rule Management Approach for Financial Market Data Pre-Processing -- Strategic Competitive Advantages through Enterprise Systems: The Case of Exchange Systems -- Conciliating Exploration and Exploitation at Middle-Manager Level: The Case Study of a European Bank Introducing Big Data -- Seasonality and Interconnectivity within Crypto-currencies - An Analysis on the Basis of Bitcoin, Litecoin and Namecoin -- Survey of Financial Market Visualization Utilizing Interactive Media Technology. |
Record Nr. | UNINA-9910298964503321 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2015 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Entertainment Computing - ICEC 2016 [[electronic resource] ] : 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings / / edited by Günter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, Hyun-Seung Yang |
Edizione | [1st ed. 2016.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2016 |
Descrizione fisica | 1 online resource (XI, 292 p. 89 illus.) |
Disciplina | 790.20285 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
Personal computers
User interfaces (Computer systems) Computer graphics Multimedia systems Artificial intelligence Personal Computing User Interfaces and Human Computer Interaction Computer Graphics Media Design Artificial Intelligence |
ISBN | 3-319-46100-1 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Preface -- Organization -- Contents -- Games for Health, Learning, and Social Change -- Using Gamification Mechanisms and Digital Games in Structured and Unstructured Learning Contexts -- Abstract -- 1 Introduction -- 2 Constructing Structured and Unstructured Learning Contexts -- 2.1 Classroom-Based Lesson Plan -- 2.2 Gamified Learning -- 2.3 Blending Technology into Unstructured Learning Contexts -- 2.4 Game-Enhanced Learning with Tingo -- 3 Discussion and Next Steps -- Acknowledgement -- References -- The Challenge to Nurture Challenge -- Abstract -- 1 Introduction -- 2 Study Design -- 3 Results -- 3.1 Content -- 3.2 Motivational Aspects -- 3.3 Learning Outcome -- 4 Discussion, Conclusions and Outlook -- Acknowledgements -- References -- Game System of Coordination Skills Training for Elderly People -- Abstract -- 1 Introduction -- 2 Previous Studies -- 2.1 Decline in Physical Capabilities with Age -- 2.2 Research Concerning Upper-Limb and Finger Coordination -- 2.3 Game Systems that Improve Physical and Cognitive Function -- 2.4 Analysis of Movements and Cognitive Function in the Elderly -- 3 System Summary -- 3.1 Upper-Limb Grasp Motion -- 3.2 Exercise Support System Summary -- 3.3 A Controller that Measures Upper-Limb Grasp Motion -- 4 Configuration of the Game Unit -- 4.1 Game Unit Overview -- 4.2 Content and Traits of Each Game Unit (a)(b)(c)(d)(e)(f) -- 5 Analysis and Visualization of Upper-Limb Grasp Motion -- 5.1 Motion Analysis -- 5.2 Supporting Training by Visualization -- 6 Evaluation Experiment -- 6.1 Experiment -- 6.2 Target Group -- 6.3 Method -- 6.4 Results -- 7 Investigations -- 8 Conclusion -- References -- A Grammar-Based Framework for Rehabilitation Exergames -- 1 Introduction -- 2 Related Research and Background -- 3 Software Architecture -- 3.1 Exercise Demonstration and Recording -- 3.2 The Exercise-Script Editor.
3.3 Kinect-Based Gameplay -- 3.4 Experience and Reflection -- 4 Conlcusions -- References -- Two Experimental Virtual Paradigms for Stress Research: Developing Avatar-Based Approaches for Inter ... -- Abstract -- 1 Introduction -- 1.1 Experimental Paradigms in Social Stress Research -- 1.2 Virtual Reality Based Solutions for Stress Research -- 1.3 Objective -- 2 Methods -- 2.1 Study 1 (Cyberball) -- 2.2 Study 2 (TSST) -- 2.3 Technical Implementation -- 3 Results -- 3.1 Study 1 (Cyberball) -- 3.2 Study 2 (TSST) -- 4 Discussion -- 4.1 Limitations and Conclusion -- Acknowledgements -- References -- Success Factors for Applied Game Projects - An Exploratory Framework for Practitioners -- Abstract -- 1 Introduction -- 2 Methodology -- 2.1 Two-Dimensional Framework -- 3 Literature Review -- 3.1 Applied Games -- 3.2 User Experience -- 3.3 Design Thinking -- 4 General Project Characteristics -- 5 Success Factors -- 5.1 Overall Success Factors -- 5.2 Phase 1: Exploration -- 5.3 Phase 2: Analysis -- 5.4 Phase 3: Ideation (Idea + Creation) -- 5.5 Phase 4: Design -- 5.6 Phase 5: Production -- 5.7 Phase 6: Go-Live and Maintenance -- 6 Discussion -- Acknowledgements -- References -- Use and Evaluation of Digital Entertainment -- Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny -- 1 Introduction -- 2 Related Work -- 3 Background: Destiny -- 4 Behavioral Profiling with Extremes -- 5 Player Networks and Characteristics -- 5.1 Network Measures -- 5.2 Archetypes -- 6 Visualizations and Network Integration -- 7 Conclusion and Discussion -- References -- How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2 -- 1 Introduction -- 1.1 Contribution -- 1.2 Just Cause 2 -- 2 Profiling and Progression: Related Work -- 3 Dataset and Features -- 3.1 Feature Definition and Pre-processing -- 4 Analysis. 4.1 Progression Profiling via Cluster Analysis -- 4.2 Player Profile Descriptions -- 4.3 Player Progression Along the Missions -- 4.4 Visualizing Player Behavior Along the Main Story Line -- 5 Results -- 5.1 Player Behaviour over the Missions -- 6 Conclusion and Discussion -- References -- EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game -- Abstract -- 1 Introduction -- 1.1 Social Presence in Online Games -- 1.2 Nonverbal Interaction and Gaze-Based Interaction in Games -- 2 Contribution -- 3 Experiment Description -- 3.1 Participants and Procedure -- 3.2 Technical Setup -- 3.3 Measures -- 3.4 Data Analysis -- 4 Results -- 4.1 Qualitative Data Results -- 5 Discussion & Lessons Learned -- 6 Conclusion -- Acknowledgements -- References -- Evaluating Experiences in Different Virtual Reality Setups -- 1 Introduction -- 2 Background and Related Work -- 2.1 Comparing Experiences in Virtual Reality Environments -- 2.2 Cybersickness -- 3 The Setting -- 3.1 Virtual Environments -- 3.2 The Implemented Scenarios -- 4 Preliminary Study -- 4.1 Participants -- 4.2 Setup -- 4.3 Method -- 5 Findings -- 5.1 Experiences -- 5.2 The Tasks -- 6 Conclusion and Discussion -- References -- Proposing a New Conceptual Model Predicting Consumer Videogame Engagement Triggered Through Playful- ... -- Abstract -- 1 Introduction -- 2 Literature Review -- 3 The Development of Conceptual Model and Study Propositions -- 3.1 Conceptual Model -- 3.2 Study Hypothesis -- 4 Conclusions -- 5 Contribution and Future Research -- References -- Entertainment Technology -- Avatar Density Based Client Assignment -- 1 Introduction -- 2 Related Work -- 3 Requirements -- 4 Proposed Solution -- 4.1 CAM Components -- 4.2 Base Grouping Factor -- 4.3 Reassignment -- 5 Experiments -- 6 Results -- 7 Conclusion and Future Considerations -- References. A Hybrid Game Contents Streaming Method: Improving Graphic Quality Delivered on Cloud Gaming -- 1 Introduction -- 2 Existing Techniques -- 2.1 Image-Based Streaming -- 2.2 Instruction-Based Streaming -- 3 Hybrid-Streaming System -- 3.1 System Structure Overview -- 3.2 Structure of GamingAnyWhere's Image-Based Streaming -- 3.3 Additional Features -- 4 Implementation -- 4.1 Instruction-Based Streaming -- 4.2 Arrangement at the Client Module -- 5 Measurement -- 5.1 Demo Application for Current Evaluation -- 5.2 System Environment -- 5.3 Procedure of Measuring Graphic Quality -- 5.4 Measuring GPU Usage and Network Traffic Load -- 6 Results -- 6.1 Results of PSNR and SSIM -- 6.2 GPU Workload at Server and Client -- 6.3 Network Bandwidth Consumption -- 7 Discussion -- 7.1 Determination of the Z-Value Threshold -- 7.2 Compatibility with Other Genres of Games -- 7.3 Significance of the Improvement -- 8 Conclusion and Future Works -- References -- Anyboard: A Platform for Hybrid Board Games -- 1 Introduction -- 2 Hybrid Board Games: The ITo Approach -- 2.1 Challenges to the Development of Hybrid Games -- 3 The Anyboard Platform -- 3.1 Design Entities -- 3.2 Interactive Game Tokens and Cardboard Template -- 3.3 AnyboardJS -- 4 Discussion: Making an Anyboard Game -- 5 Conclusion and Future Work -- References -- Accelerating the Physical Experience of Immersive and Penetrating Music Using Vibration-Motor Array in a Wearable Belt Set -- 1 Introduction -- 2 Related Works -- 3 Physical Experience System of Sound and Music -- 3.1 Summary of System Structure -- 3.2 Hardware Structure and Vibration-motor-array Device -- 3.3 Sound-Analysis Unit -- 3.4 Vibration-Motor Control Unit -- 4 Experiment -- 4.1 Evaluation of the Effect of Creating Realistic Sensations with Physical Vibrations in Synchronization with the Ongoing Music. 4.2 Evaluation of the Time Difference Among Vibration Motors for the Illusion of Physical Penetration of Sound -- 5 Discussion -- 5.1 The Effects of Vibration on the Realistic Sensation of Sound -- 5.2 Illusion of the Physical Penetration of Sound -- 6 Conclusions -- References -- The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems -- Abstract -- 1 Introduction -- 2 Pervasive Virtuality -- 2.1 A New Reality-Virtuality Continuum Axis -- 2.2 Defining and Characterizing PV -- 3 Pervasive Virtuality Characteristics -- 3.1 Virtuality -- 3.2 Sociality -- 3.3 Spatiality -- 3.4 Communicability -- 3.5 Interaction -- 3.6 Context-Awareness -- 3.7 Resilience -- 4 Case Study -- 5 Conclusions -- Acknowledgments -- References -- Short Papers -- Metry Mouse Missions: An Interactive, Geometric Obstacle Course of Daredevil Proportions -- 1 Introduction -- 2 Related Work -- 3 Theoretical Framework -- 4 Game Design -- 5 Conclusion -- References -- Little Fitness Dragon: A Gamified Activity Tracker -- 1 Introduction -- 2 Related Work -- 3 The Design -- 4 Player Experience -- 5 Future Work -- References -- Promoting Stretching Activity with Smartwatch - A Pilot Study -- 1 Introduction -- 2 Active-Assistance Operations -- 3 Evaluation and Feedback -- 4 User Study: Result and Discussion -- 4.1 Procedure -- 4.2 Questionnaire and Result -- 4.3 Discussion -- 5 Conclusion -- References -- Evaluation and Redesign of a Curriculum Framework for Education About Game Accessibility -- Abstract -- 1 Introduction -- 2 Method -- 3 Results and Analysis -- 3.1 Basic Level for Designers -- 3.2 Basic Level for Engineers -- 3.3 Advanced Level for Designers and Engineers -- 4 Discussion -- 4.1 Broad Learning Objectives and Outcomes -- 4.2 Structure of the Curriculum Content, Learning Areas and Subjects. 4.3 Standards of Resources Required for Implementation. |
Record Nr. | UNINA-9910485007003321 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2016 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Entertainment Computing - ICEC 2016 [[electronic resource] ] : 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings / / edited by Günter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, Hyun-Seung Yang |
Edizione | [1st ed. 2016.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2016 |
Descrizione fisica | 1 online resource (XI, 292 p. 89 illus.) |
Disciplina | 790.20285 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
Personal computers
User interfaces (Computer systems) Computer graphics Multimedia systems Artificial intelligence Personal Computing User Interfaces and Human Computer Interaction Computer Graphics Media Design Artificial Intelligence |
ISBN | 3-319-46100-1 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Preface -- Organization -- Contents -- Games for Health, Learning, and Social Change -- Using Gamification Mechanisms and Digital Games in Structured and Unstructured Learning Contexts -- Abstract -- 1 Introduction -- 2 Constructing Structured and Unstructured Learning Contexts -- 2.1 Classroom-Based Lesson Plan -- 2.2 Gamified Learning -- 2.3 Blending Technology into Unstructured Learning Contexts -- 2.4 Game-Enhanced Learning with Tingo -- 3 Discussion and Next Steps -- Acknowledgement -- References -- The Challenge to Nurture Challenge -- Abstract -- 1 Introduction -- 2 Study Design -- 3 Results -- 3.1 Content -- 3.2 Motivational Aspects -- 3.3 Learning Outcome -- 4 Discussion, Conclusions and Outlook -- Acknowledgements -- References -- Game System of Coordination Skills Training for Elderly People -- Abstract -- 1 Introduction -- 2 Previous Studies -- 2.1 Decline in Physical Capabilities with Age -- 2.2 Research Concerning Upper-Limb and Finger Coordination -- 2.3 Game Systems that Improve Physical and Cognitive Function -- 2.4 Analysis of Movements and Cognitive Function in the Elderly -- 3 System Summary -- 3.1 Upper-Limb Grasp Motion -- 3.2 Exercise Support System Summary -- 3.3 A Controller that Measures Upper-Limb Grasp Motion -- 4 Configuration of the Game Unit -- 4.1 Game Unit Overview -- 4.2 Content and Traits of Each Game Unit (a)(b)(c)(d)(e)(f) -- 5 Analysis and Visualization of Upper-Limb Grasp Motion -- 5.1 Motion Analysis -- 5.2 Supporting Training by Visualization -- 6 Evaluation Experiment -- 6.1 Experiment -- 6.2 Target Group -- 6.3 Method -- 6.4 Results -- 7 Investigations -- 8 Conclusion -- References -- A Grammar-Based Framework for Rehabilitation Exergames -- 1 Introduction -- 2 Related Research and Background -- 3 Software Architecture -- 3.1 Exercise Demonstration and Recording -- 3.2 The Exercise-Script Editor.
3.3 Kinect-Based Gameplay -- 3.4 Experience and Reflection -- 4 Conlcusions -- References -- Two Experimental Virtual Paradigms for Stress Research: Developing Avatar-Based Approaches for Inter ... -- Abstract -- 1 Introduction -- 1.1 Experimental Paradigms in Social Stress Research -- 1.2 Virtual Reality Based Solutions for Stress Research -- 1.3 Objective -- 2 Methods -- 2.1 Study 1 (Cyberball) -- 2.2 Study 2 (TSST) -- 2.3 Technical Implementation -- 3 Results -- 3.1 Study 1 (Cyberball) -- 3.2 Study 2 (TSST) -- 4 Discussion -- 4.1 Limitations and Conclusion -- Acknowledgements -- References -- Success Factors for Applied Game Projects - An Exploratory Framework for Practitioners -- Abstract -- 1 Introduction -- 2 Methodology -- 2.1 Two-Dimensional Framework -- 3 Literature Review -- 3.1 Applied Games -- 3.2 User Experience -- 3.3 Design Thinking -- 4 General Project Characteristics -- 5 Success Factors -- 5.1 Overall Success Factors -- 5.2 Phase 1: Exploration -- 5.3 Phase 2: Analysis -- 5.4 Phase 3: Ideation (Idea + Creation) -- 5.5 Phase 4: Design -- 5.6 Phase 5: Production -- 5.7 Phase 6: Go-Live and Maintenance -- 6 Discussion -- Acknowledgements -- References -- Use and Evaluation of Digital Entertainment -- Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny -- 1 Introduction -- 2 Related Work -- 3 Background: Destiny -- 4 Behavioral Profiling with Extremes -- 5 Player Networks and Characteristics -- 5.1 Network Measures -- 5.2 Archetypes -- 6 Visualizations and Network Integration -- 7 Conclusion and Discussion -- References -- How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2 -- 1 Introduction -- 1.1 Contribution -- 1.2 Just Cause 2 -- 2 Profiling and Progression: Related Work -- 3 Dataset and Features -- 3.1 Feature Definition and Pre-processing -- 4 Analysis. 4.1 Progression Profiling via Cluster Analysis -- 4.2 Player Profile Descriptions -- 4.3 Player Progression Along the Missions -- 4.4 Visualizing Player Behavior Along the Main Story Line -- 5 Results -- 5.1 Player Behaviour over the Missions -- 6 Conclusion and Discussion -- References -- EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game -- Abstract -- 1 Introduction -- 1.1 Social Presence in Online Games -- 1.2 Nonverbal Interaction and Gaze-Based Interaction in Games -- 2 Contribution -- 3 Experiment Description -- 3.1 Participants and Procedure -- 3.2 Technical Setup -- 3.3 Measures -- 3.4 Data Analysis -- 4 Results -- 4.1 Qualitative Data Results -- 5 Discussion & Lessons Learned -- 6 Conclusion -- Acknowledgements -- References -- Evaluating Experiences in Different Virtual Reality Setups -- 1 Introduction -- 2 Background and Related Work -- 2.1 Comparing Experiences in Virtual Reality Environments -- 2.2 Cybersickness -- 3 The Setting -- 3.1 Virtual Environments -- 3.2 The Implemented Scenarios -- 4 Preliminary Study -- 4.1 Participants -- 4.2 Setup -- 4.3 Method -- 5 Findings -- 5.1 Experiences -- 5.2 The Tasks -- 6 Conclusion and Discussion -- References -- Proposing a New Conceptual Model Predicting Consumer Videogame Engagement Triggered Through Playful- ... -- Abstract -- 1 Introduction -- 2 Literature Review -- 3 The Development of Conceptual Model and Study Propositions -- 3.1 Conceptual Model -- 3.2 Study Hypothesis -- 4 Conclusions -- 5 Contribution and Future Research -- References -- Entertainment Technology -- Avatar Density Based Client Assignment -- 1 Introduction -- 2 Related Work -- 3 Requirements -- 4 Proposed Solution -- 4.1 CAM Components -- 4.2 Base Grouping Factor -- 4.3 Reassignment -- 5 Experiments -- 6 Results -- 7 Conclusion and Future Considerations -- References. A Hybrid Game Contents Streaming Method: Improving Graphic Quality Delivered on Cloud Gaming -- 1 Introduction -- 2 Existing Techniques -- 2.1 Image-Based Streaming -- 2.2 Instruction-Based Streaming -- 3 Hybrid-Streaming System -- 3.1 System Structure Overview -- 3.2 Structure of GamingAnyWhere's Image-Based Streaming -- 3.3 Additional Features -- 4 Implementation -- 4.1 Instruction-Based Streaming -- 4.2 Arrangement at the Client Module -- 5 Measurement -- 5.1 Demo Application for Current Evaluation -- 5.2 System Environment -- 5.3 Procedure of Measuring Graphic Quality -- 5.4 Measuring GPU Usage and Network Traffic Load -- 6 Results -- 6.1 Results of PSNR and SSIM -- 6.2 GPU Workload at Server and Client -- 6.3 Network Bandwidth Consumption -- 7 Discussion -- 7.1 Determination of the Z-Value Threshold -- 7.2 Compatibility with Other Genres of Games -- 7.3 Significance of the Improvement -- 8 Conclusion and Future Works -- References -- Anyboard: A Platform for Hybrid Board Games -- 1 Introduction -- 2 Hybrid Board Games: The ITo Approach -- 2.1 Challenges to the Development of Hybrid Games -- 3 The Anyboard Platform -- 3.1 Design Entities -- 3.2 Interactive Game Tokens and Cardboard Template -- 3.3 AnyboardJS -- 4 Discussion: Making an Anyboard Game -- 5 Conclusion and Future Work -- References -- Accelerating the Physical Experience of Immersive and Penetrating Music Using Vibration-Motor Array in a Wearable Belt Set -- 1 Introduction -- 2 Related Works -- 3 Physical Experience System of Sound and Music -- 3.1 Summary of System Structure -- 3.2 Hardware Structure and Vibration-motor-array Device -- 3.3 Sound-Analysis Unit -- 3.4 Vibration-Motor Control Unit -- 4 Experiment -- 4.1 Evaluation of the Effect of Creating Realistic Sensations with Physical Vibrations in Synchronization with the Ongoing Music. 4.2 Evaluation of the Time Difference Among Vibration Motors for the Illusion of Physical Penetration of Sound -- 5 Discussion -- 5.1 The Effects of Vibration on the Realistic Sensation of Sound -- 5.2 Illusion of the Physical Penetration of Sound -- 6 Conclusions -- References -- The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems -- Abstract -- 1 Introduction -- 2 Pervasive Virtuality -- 2.1 A New Reality-Virtuality Continuum Axis -- 2.2 Defining and Characterizing PV -- 3 Pervasive Virtuality Characteristics -- 3.1 Virtuality -- 3.2 Sociality -- 3.3 Spatiality -- 3.4 Communicability -- 3.5 Interaction -- 3.6 Context-Awareness -- 3.7 Resilience -- 4 Case Study -- 5 Conclusions -- Acknowledgments -- References -- Short Papers -- Metry Mouse Missions: An Interactive, Geometric Obstacle Course of Daredevil Proportions -- 1 Introduction -- 2 Related Work -- 3 Theoretical Framework -- 4 Game Design -- 5 Conclusion -- References -- Little Fitness Dragon: A Gamified Activity Tracker -- 1 Introduction -- 2 Related Work -- 3 The Design -- 4 Player Experience -- 5 Future Work -- References -- Promoting Stretching Activity with Smartwatch - A Pilot Study -- 1 Introduction -- 2 Active-Assistance Operations -- 3 Evaluation and Feedback -- 4 User Study: Result and Discussion -- 4.1 Procedure -- 4.2 Questionnaire and Result -- 4.3 Discussion -- 5 Conclusion -- References -- Evaluation and Redesign of a Curriculum Framework for Education About Game Accessibility -- Abstract -- 1 Introduction -- 2 Method -- 3 Results and Analysis -- 3.1 Basic Level for Designers -- 3.2 Basic Level for Engineers -- 3.3 Advanced Level for Designers and Engineers -- 4 Discussion -- 4.1 Broad Learning Objectives and Outcomes -- 4.2 Structure of the Curriculum Content, Learning Areas and Subjects. 4.3 Standards of Resources Required for Implementation. |
Record Nr. | UNISA-996465984103316 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2016 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
Entertainment Computing – ICEC 2018 [[electronic resource] ] : 17th IFIP TC 14 International Conference, Held at the 24th IFIP World Computer Congress, WCC 2018, Poznan, Poland, September 17–20, 2018, Proceedings / / edited by Esteban Clua, Licinio Roque, Artur Lugmayr, Pauliina Tuomi |
Edizione | [1st ed. 2018.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 |
Descrizione fisica | 1 online resource (XIII, 412 p. 134 illus.) |
Disciplina | 790.20285 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
Personal computers
Optical data processing User interfaces (Computer systems) Artificial intelligence Special purpose computers Computers Personal Computing Image Processing and Computer Vision User Interfaces and Human Computer Interaction Artificial Intelligence Special Purpose and Application-Based Systems Computing Milieux |
ISBN | 3-319-99426-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910349409903321 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Entertainment Computing – ICEC 2018 [[electronic resource] ] : 17th IFIP TC 14 International Conference, Held at the 24th IFIP World Computer Congress, WCC 2018, Poznan, Poland, September 17–20, 2018, Proceedings / / edited by Esteban Clua, Licinio Roque, Artur Lugmayr, Pauliina Tuomi |
Edizione | [1st ed. 2018.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 |
Descrizione fisica | 1 online resource (XIII, 412 p. 134 illus.) |
Disciplina | 790.20285 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
Personal computers
Optical data processing User interfaces (Computer systems) Artificial intelligence Special purpose computers Computers Personal Computing Image Processing and Computer Vision User Interfaces and Human Computer Interaction Artificial Intelligence Special Purpose and Application-Based Systems Computing Milieux |
ISBN | 3-319-99426-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996466422603316 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
Information Systems and Management in Media and Entertainment Industries [[electronic resource] /] / edited by Artur Lugmayr, Emilija Stojmenova, Katarina Stanoevska, Robert Wellington |
Edizione | [1st ed. 2016.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2016 |
Descrizione fisica | 1 online resource (338 pages) : illustrations, photographs |
Disciplina | 302.230973 |
Collana | International Series on Computer, Entertainment and Media Technology |
Soggetto topico |
Computer networks
Business information services Computer Communication Networks IT in Business |
ISBN | 3-319-49407-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | An ARTISAN perspective for software development, commercialization and artistic cocreation: a case study -- Multi-Screen Viewing and Contents: Understanding Connected TV -- Information and Communication Technology for Government by Design: the New Digital Media, Actors, Creative Influences, and Fields of Play -- The Strategic Role of Communication Standards for Media Companies -- "Own-it": Management Intellectual Property Processes via the Activity Table in Creative Industries -- Creative Co-production: The Adaption of Open Innovation Model in Creative Industries -- Marshall McLuhan, affordance, mapping, and human computer interaction in interactive media -- Towards a personalized and context-dependent user experience in multimedia and information systems -- Using Social Media as a mechanism to consolidate the organizational memory: insights from the Attention Based View of the Film Theory -- System analysis and design: Literature Review and model example -- Digital production pipeline for virtual cultural heritage applications using interactive storytelling -- Automated Augmented Reality Content Creation for Print Media -- Issues of e-collaboration and knowledge management in media industries -- Model-Drive Design of eMedia: Virtual Technology Transfer Office -- The Impact of Fluid Publishing on Media Information Management: A survey of the latest journalistic trends as data-driven journalism, journalism as process and metrics-driven journalism -- Determining the benefit of interactive videos in the health sector: validating a custom measurement instrument. |
Record Nr. | UNINA-9910158704503321 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2016 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Media Convergence Handbook - Vol. 1 [[electronic resource] ] : Journalism, Broadcasting, and Social Media Aspects of Convergence / / edited by Artur Lugmayr, Cinzia Dal Zotto |
Edizione | [1st ed. 2016.] |
Pubbl/distr/stampa | Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2016 |
Descrizione fisica | 1 online resource (430 p.) |
Disciplina | 650 |
Collana | Media Business and Innovation |
Soggetto topico |
Industrial management
Information technology Business—Data processing Management Media Management IT in Business Innovation/Technology Management |
ISBN | 3-642-54484-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Preface -- Media Convergence - Some Introductory Perspectives.- Convergence Challenges in Journalism and Publishing -- Convergence and Broadcast Media.- Social Media Aspects of Convergence. |
Record Nr. | UNINA-9910254930003321 |
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2016 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Media Convergence Handbook - Vol. 2 [[electronic resource] ] : Firms and User Perspectives / / edited by Artur Lugmayr, Cinzia Dal Zotto |
Edizione | [1st ed. 2016.] |
Pubbl/distr/stampa | Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2016 |
Descrizione fisica | 1 online resource (XI, 473 p. 125 illus., 103 illus. in color.) |
Disciplina | 658 |
Collana | Media Business and Innovation |
Soggetto topico |
Industrial management
Information technology Business—Data processing Management Media Management IT in Business Innovation/Technology Management |
ISBN | 3-642-54487-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Introduction -- Impact of Convergence on Media Organizations and Markets -- Media Production and Convergence -- Media User Interfaces, Experiences and Perspectives -- Convergence and Media Business Outlook. |
Record Nr. | UNINA-9910254943303321 |
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2016 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
MINDTREK : 12th International MindTrek Conference: Entertainment and Media in the Ubiquitous Era : Tampere, Finland, October 2008 |
Pubbl/distr/stampa | [Place of publication not identified], : ACM, 2008 |
Descrizione fisica | 1 online resource (221 pages) |
Collana | ACM Conferences |
Soggetto topico |
Social Sciences
Recreation & Sports |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Altri titoli varianti |
Proceedings of the 12th International Conference on Entertainment and Media in the Ubiquitous Era
MindTrek '08 Tampere, Finland - October 07 - 10, 2008 |
Record Nr. | UNINA-9910376177303321 |
[Place of publication not identified], : ACM, 2008 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
MindTrek : proceedings of the 14th International Academic MindTrek Conference : Envisioning Future Media Environments, 2010, Tampere, Finland |
Pubbl/distr/stampa | [Place of publication not identified], : ACM, 2010 |
Descrizione fisica | 1 online resource (270 pages) |
Collana | ACM Other conferences |
Soggetto topico |
Engineering & Applied Sciences
Computer Science |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Altri titoli varianti |
Proceedings of the 14th International Academic MindTrek Conference : Envisioning Future Media Environments
MindTrek '10 Academic MindTrek 2010, Tampere, Finland - October 06 - 08, 2010 |
Record Nr. | UNINA-9910376007303321 |
[Place of publication not identified], : ACM, 2010 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|