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Ambient Intelligence [[electronic resource] ] : European Conference, AmI 2014, Eindhoven, The Netherlands, November 11-13, 2014. Revised Selected Papers / / edited by Emile Aarts, Boris de Ruyter, Panos Markopoulos, Evert van Loenen, Reiner Wichert, Ben Schouten, Jacques Terken, Rob Van Kranenburg, Elke Den Ouden, Gregory O'Hare
Ambient Intelligence [[electronic resource] ] : European Conference, AmI 2014, Eindhoven, The Netherlands, November 11-13, 2014. Revised Selected Papers / / edited by Emile Aarts, Boris de Ruyter, Panos Markopoulos, Evert van Loenen, Reiner Wichert, Ben Schouten, Jacques Terken, Rob Van Kranenburg, Elke Den Ouden, Gregory O'Hare
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2014
Descrizione fisica 1 online resource (XIII, 346 p. 144 illus.)
Disciplina 006.3
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Artificial intelligence
Application software
User interfaces (Computer systems)
Computers and civilization
Artificial Intelligence
Information Systems Applications (incl. Internet)
User Interfaces and Human Computer Interaction
Computers and Society
ISBN 3-319-14112-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Ambient assisted living -- Internet of things -- Ambient play and learning -- Smart buildings and cities -- Intelligent driving -- Data science -- Smart healthcare and healing environments -- Ambient persuasion.- New and emerging themes.
Record Nr. UNISA-996211264303316
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2014
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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Ambient Intelligence : European Conference, AmI 2014, Eindhoven, The Netherlands, November 11-13, 2014. Revised Selected Papers / / edited by Emile Aarts, Boris de Ruyter, Panos Markopoulos, Evert van Loenen, Reiner Wichert, Ben Schouten, Jacques Terken, Rob Van Kranenburg, Elke Den Ouden, Gregory O'Hare
Ambient Intelligence : European Conference, AmI 2014, Eindhoven, The Netherlands, November 11-13, 2014. Revised Selected Papers / / edited by Emile Aarts, Boris de Ruyter, Panos Markopoulos, Evert van Loenen, Reiner Wichert, Ben Schouten, Jacques Terken, Rob Van Kranenburg, Elke Den Ouden, Gregory O'Hare
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2014
Descrizione fisica 1 online resource (XIII, 346 p. 144 illus.)
Disciplina 006.3
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Artificial intelligence
Application software
User interfaces (Computer systems)
Computers and civilization
Artificial Intelligence
Information Systems Applications (incl. Internet)
User Interfaces and Human Computer Interaction
Computers and Society
ISBN 3-319-14112-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Ambient assisted living -- Internet of things -- Ambient play and learning -- Smart buildings and cities -- Intelligent driving -- Data science -- Smart healthcare and healing environments -- Ambient persuasion.- New and emerging themes.
Record Nr. UNINA-9910483856903321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Biometrics and identity management : first European workshop, BIOID 2008, Roskilde, Denmark, May 7-9, 2008. revised selected papers / / edited by Ben Schouten, Niels Christian Juul, Andrzej Drygajlo
Biometrics and identity management : first European workshop, BIOID 2008, Roskilde, Denmark, May 7-9, 2008. revised selected papers / / edited by Ben Schouten, Niels Christian Juul, Andrzej Drygajlo
Edizione [1st ed. 2008.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer-Verlag, , [2008]
Descrizione fisica 1 online resource (XI, 259 p.)
Disciplina 006
Collana Lecture Notes in Computer Science
Soggetto topico Biometric identification
ISBN 3-540-89991-X
Classificazione BIO 110f
DAT 750f
DAT 760f
DAT 770f
SS 4800
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Biometric Data Quality -- Quality-Based Score Normalization and Frame Selection for Video-Based Person Authentication -- Face Quality Assessment System in Video Sequences -- On Quality of Quality Measures for Classification -- Definition of Fingerprint Scanner Image Quality Specifications by Operational Quality -- Biometrical Templates: Face Recognition -- Modeling Marginal Distributions of Gabor Coefficients: Application to Biometric Template Reduction -- Bosphorus Database for 3D Face Analysis -- 3D Face Recognition Benchmarks on the Bosphorus Database with Focus on Facial Expressions -- Identity Management in Face Recognition Systems -- Discriminant Non-negative Matrix Factorization and Projected Gradients for Frontal Face Verification -- Biometrical Templates: Other Modalities -- Discrimination Effectiveness of Speech Cepstral Features -- Multimodal Speaker Identification Based on Text and Speech -- A Palmprint Verification System Based on Phase Congruency Features -- Some Unusual Experiments with PCA-Based Palmprint and Face Recognition -- An Empirical Comparison of Individual Machine Learning Techniques in Signature and Fingerprint Classification -- Promoting Diversity in Gaussian Mixture Ensembles: An Application to Signature Verification -- Biometric Attacks and Countermeasures -- Advanced Studies on Reproducibility of Biometric Hashes -- Additive Block Coding Schemes for Biometric Authentication with the DNA Data -- Template Protection for On-Line Signature-Based Recognition Systems -- Direct Attacks Using Fake Images in Iris Verification -- Biometric Interfaces, Standards and Privacy -- Evaluating Systems Assessing Face-Image Compliance with ICAO/ISO Standards -- Automatic Evaluation of Stroke Slope -- Biometric System Based on Voice Recognition Using Multiclassifiers -- POLYBIO: Multimodal Biometric Data Acquisition Platform and Security System -- Position Papers on Biometrics and Identity Management -- Nineteen Urgent Research Topics in Biometrics and Identity Management -- Biometrics for Identity Documents and Smart Cards: European Perspective -- Accessibility of Unsupervised Biometric Systems -- Nothing to Hide Biometrics, Privacy and Private Sphere.
Record Nr. UNINA-9910484924303321
Berlin, Heidelberg : , : Springer-Verlag, , [2008]
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Biometrics and identity management : first European workshop, BIOID 2008, Roskilde, Denmark, May 7-9, 2008. revised selected papers / / edited by Ben Schouten, Niels Christian Juul, Andrzej Drygajlo
Biometrics and identity management : first European workshop, BIOID 2008, Roskilde, Denmark, May 7-9, 2008. revised selected papers / / edited by Ben Schouten, Niels Christian Juul, Andrzej Drygajlo
Edizione [1st ed. 2008.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer-Verlag, , [2008]
Descrizione fisica 1 online resource (XI, 259 p.)
Disciplina 006
Collana Lecture Notes in Computer Science
Soggetto topico Biometric identification
ISBN 3-540-89991-X
Classificazione BIO 110f
DAT 750f
DAT 760f
DAT 770f
SS 4800
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Biometric Data Quality -- Quality-Based Score Normalization and Frame Selection for Video-Based Person Authentication -- Face Quality Assessment System in Video Sequences -- On Quality of Quality Measures for Classification -- Definition of Fingerprint Scanner Image Quality Specifications by Operational Quality -- Biometrical Templates: Face Recognition -- Modeling Marginal Distributions of Gabor Coefficients: Application to Biometric Template Reduction -- Bosphorus Database for 3D Face Analysis -- 3D Face Recognition Benchmarks on the Bosphorus Database with Focus on Facial Expressions -- Identity Management in Face Recognition Systems -- Discriminant Non-negative Matrix Factorization and Projected Gradients for Frontal Face Verification -- Biometrical Templates: Other Modalities -- Discrimination Effectiveness of Speech Cepstral Features -- Multimodal Speaker Identification Based on Text and Speech -- A Palmprint Verification System Based on Phase Congruency Features -- Some Unusual Experiments with PCA-Based Palmprint and Face Recognition -- An Empirical Comparison of Individual Machine Learning Techniques in Signature and Fingerprint Classification -- Promoting Diversity in Gaussian Mixture Ensembles: An Application to Signature Verification -- Biometric Attacks and Countermeasures -- Advanced Studies on Reproducibility of Biometric Hashes -- Additive Block Coding Schemes for Biometric Authentication with the DNA Data -- Template Protection for On-Line Signature-Based Recognition Systems -- Direct Attacks Using Fake Images in Iris Verification -- Biometric Interfaces, Standards and Privacy -- Evaluating Systems Assessing Face-Image Compliance with ICAO/ISO Standards -- Automatic Evaluation of Stroke Slope -- Biometric System Based on Voice Recognition Using Multiclassifiers -- POLYBIO: Multimodal Biometric Data Acquisition Platform and Security System -- Position Papers on Biometrics and Identity Management -- Nineteen Urgent Research Topics in Biometrics and Identity Management -- Biometrics for Identity Documents and Smart Cards: European Perspective -- Accessibility of Unsupervised Biometric Systems -- Nothing to Hide Biometrics, Privacy and Private Sphere.
Record Nr. UNISA-996465405103316
Berlin, Heidelberg : , : Springer-Verlag, , [2008]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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CHI PLAY '17 extended abstracts : extended abstracts publication of the annual Symposium on Computer-Human Interaction in Play : October 15-18, 2017, Amsterdam, The Netherlands / / edited by Ben Schouten ; sponsored by SIGCHI
CHI PLAY '17 extended abstracts : extended abstracts publication of the annual Symposium on Computer-Human Interaction in Play : October 15-18, 2017, Amsterdam, The Netherlands / / edited by Ben Schouten ; sponsored by SIGCHI
Pubbl/distr/stampa New York : , : ACM, , 2017
Descrizione fisica 1 online resource (682 pages)
Disciplina 004.019
Soggetto topico Human-computer interaction
Computer software - Human factors
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Altri titoli varianti Computer-Human Interaction in Play 2017 extended abstracts
Extended abstracts publication of the annual Symposium on Computer-Human Interaction in Play
CHI PLAY '17 : the annual symposium on Computer-Human Interaction in Play : Amsterdam, Netherlands, October 15-18, 2017
Computer-Human Interaction in Play 2017
Record Nr. UNINA-9910376049703321
New York : , : ACM, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Games for health : proceedings of the 3rd European Conference on Gaming and Playful Interaction in Health Care / / Ben Schouten [and four others] (eds.)
Games for health : proceedings of the 3rd European Conference on Gaming and Playful Interaction in Health Care / / Ben Schouten [and four others] (eds.)
Edizione [1st ed. 2013.]
Pubbl/distr/stampa Weisbaden [Germany] : , : Springer Vieweg, , 2013
Descrizione fisica 1 online resource (xi, 308 pages) : illustrations (some color)
Disciplina 610.113
Collana Gale eBooks
Soggetto topico Medical care - Simulation methods
Computer games
ISBN 3-658-02897-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Preface; Organization; Table of Contents; Research and Validation; A Serious Game to Inform about HIV Prevention: HlnVaders, a Case Study; 1 Introduction; 2 Related Work; 3 The HlnVaders Game; 3.1 Virus, antiretroviral and white blood cells; 3.2 The events; 3.3 After the event; 4 Tests; 5 Results; 5.1 Questions about HIV; 5.2 Perceived game pleasantness; 6 Conclusions; 7 References; From KinectTM to anatomically-correct motion modelling: Preliminary results for human application.; 1 Introduction; 2 Methodology; 3 Results; 4 Discussion; 5 Conclusion; 6 Acknowledgments; 7 References
Fear and Happiness in ""Re-Mission"": Teasing Out Emotional Gaming Events Responsible for Cancer Risk Perception1 Introduction; 1.3 The Events of Conflict; 1.4 From Game Play to Emotional Involvement; 1.5 Emotions and Risk Perception; 1.6 Fear and Happiness in Risk Perception; 2 Methods; 2.1 Participants and Sampling Procedure; 2.2 Experimental Procedure; 2.3 Conflict Manipulation; 2.4 Measures; 3 Results; 3.1 Conflict Manipulation Check; 3.2 Emotions and the Gaming Events of Conflict; 3.3 Emotional Involvement as a Mediator; 3.4 Modeling Emotions; 4 Discussion; 5 References
Game Design, Development and BusinessBias Blaster - Aiding Cognitive Bias Modification- Interpretation through a bubble shooter induced game- flow; 1 Introduction; 2 The evolution of Bias Blaster; 2.1 Cognitive Bias Modification-Interpretation; 2.2 Bubble shooter; 2.3 Bias Blaster; 3 Implications for Game design; 3.1 Design for Acceptance; 3.1.1 How to design for acceptance; 3.2 Towards a Serious Therapeutic; 4 Conclusion; 5 Future work; 6 Acknowledgements; 7 References; Attributing Design Decisions in the Evaluation of Game- Based Health Interventions; 1 Introduction
2 Design and Development Process3 Problems in Game-Based Health Intervention Evaluation; 4 Approach Outline; 5 Pilot-Study in Physiotherapy; 6 Conclusions; 7 Acknowledgements; 8 References; Servitization versus Commoditization: the Business Model Dilemma Confronting Serious Games for Health; 1 Introduction; 2 Serious Games for Health; 3 Challenges Facing Serious Games for Health; 4 Recent Trends; 5 Business Model Dilemma facing Serious Games for Health; 6 Servitization of Serious Games for Health as an Alternative Business Strategy; 7 Conclusion; 8 Acknowledgements; 9 References
IGER: A Game Engine Specifically Tailored to Rehabilitation1 Exergames for Rehabilitation; 2 IGER: A Game Engine for Rehabilitation; 2.1 Efficacy; 2.2 Accessibility; 2.3 Motivation; 3 Results; 4 Discussion and Conclusion; 5 References; Designing Games for Children with Cerebral Palsy; 1 Introduction; 2 Cerebral Palsy; 3 Methodology; 3.1 Design and implementation; 4 Games for Health; 5 The Expert's opinion; 6 Why Make Health Games?; 7 Theoretical Framework; 7.1 Inclusion; 7.2 Learning; 8 Design; 8.1 Empathy in Design; 8.2 Unlocking Emotions; 8.3 The Game; 9 Tests and Results; 9.1 Results
10 Conclusion
Record Nr. UNINA-9910437574003321
Weisbaden [Germany] : , : Springer Vieweg, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Games for Health 2014 : Proceedings of the 4th conference on gaming and playful interaction in healthcare / / edited by Ben Schouten, Stephen Fedtke, Marlies Schijven, Mirjam Vosmeer, Alex Gekker
Games for Health 2014 : Proceedings of the 4th conference on gaming and playful interaction in healthcare / / edited by Ben Schouten, Stephen Fedtke, Marlies Schijven, Mirjam Vosmeer, Alex Gekker
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Wiesbaden : , : Springer Fachmedien Wiesbaden : , : Imprint : Springer Vieweg, , 2014
Descrizione fisica 1 online resource (161 p.)
Disciplina 004
005.437
302.23
374.0124
374.26
4019
502.85
Soggetto topico User interfaces (Computer systems)
Health informatics
Education—Data processing
Communication
Sociology
Literacy
User Interfaces and Human Computer Interaction
Health Informatics
Computers and Education
Media Research
ISBN 3-658-07141-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Preface; Organization; Table of Contents; "On call: antibiotics"- development and evaluation of a serious antimicrobial prescribing game for hospital care; 1 Introduction; 2 Objectives; 3 Materials and methods; 3.1 Clinical elements; 3.2 Gamification elements; 4 Evaluation; 4.1 Qualitative approaches; 4.2 Quantitative approaches; 4.3 In-game metrics; 5 Discussion; 6 Conclusions; 7 References; Virtual Reality and Mobius Floe: Cognitive Distraction as Non-Pharmacological Analgesic for Pain Management; 1 Introduction; 2 Related Work; 3 Virtual Reality Design and Development for Mobius Floe
4 Future Work5 References; Gaming as a training tool to train cognitive skills in Emergency Medicine: how effective is it?; Background and objectives; Methods; Results; Conclusions; Games [4Therapy] Project: Let'sTalk!; Introduction; Why Games and Playful Interventions?; Safe Environment; Emotional Distance; Why Empathy and Motivation?; Games For Therapy; Step 1: Ethnographic Research; Step 2: Connecting to Existing Therapies; Step 3: Game Jamming; Step 4: Designing Ourselves; Step 5: Three Prototypes; Step 6 User Testing & Validation; Conclusion; References
Tunnel Tail: A New Approach to Prevention1 Introduction; 2 Methods; 3 Design; 4 Participants; 5 Procedures; 6 Data Analysis; 6.1 Comparison of Pre- and Post-Gameplay Questions; 6.2 Comparison of Short- and Long-play Groups; 6.3 Evidence of Appeal; 7 Discussion; References; Game Design of a Health Game for Supporting the Compliance of Adolescents with Diabetes; 1 Requirements and Project Goals; 2 First Approach for Game Concept; 3 Theoretical foundation; 4 Data collection by expert interviews as basic for concept of the serious game; 5 Conceptual approaches; 5.1 Methodology of Game Development
5.2 Early concept prototypes6 Future Work; 7 References; The Effect of Social Sharing Games and Game Performance on Motivation to Play Brain Games; 1 Introduction; 2 Theory; 2.1 Motivation; 2.2 Feedback and Motivation; 2.3 The Social Environment and Shared Feedback; 2.4 Structuring the Feedback; 3 Method and Procedure; 3.1 Participants; 3.2 Game and Procedure; 3.3 Measures; 4 Results; 4.1 Preliminary analyses; 4.2 Hypothesis testing; 5 Discussion; 6 Conclusion; References; Patients Should Not Be Passive! Creating and Managing Active Virtual Patients in Virtual Clinical Environments.
1 Intro/Background2 The 'Passive' Virtual Patient in Professional Medical Education; 3 Rapid Authoring and Real-time Management of Virtual Patients in a Virtual Clinical Environment; 4 The Benefits of Active Virtual Patient Management; 5 References; The Opinions of People in the Netherlands over 65 on Active Video Games: a Survey Study; 1 Introduction; 2 Method; 3 Results; 3.1 Participants; 3.2 Acquaintance and Experiences; 3.3 Motivations and Barriers; 3.4 Game Play Preferences; 3.5 Determinants; 4 Discussion and Conclusion; References
Tactical Forms: Classification of Applied Games for Game Design
Record Nr. UNINA-9910298994403321
Wiesbaden : , : Springer Fachmedien Wiesbaden : , : Imprint : Springer Vieweg, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Persuasive Gaming in Context
Persuasive Gaming in Context
Autore De La Hera Teresa
Pubbl/distr/stampa Amsterdam University Press, 2021
Descrizione fisica 1 electronic resource (265 p.)
Collana Games and Play
Soggetto topico Media studies
Social, group or collective psychology
Game theory
Soggetto non controllato Game, play, persuasion, game design, serious games
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910476885103321
De La Hera Teresa  
Amsterdam University Press, 2021
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Persuasive gaming in context / / edited by Teresa de la Hera, Jeroen Jansz, Joost Raessens, Ben Schouten
Persuasive gaming in context / / edited by Teresa de la Hera, Jeroen Jansz, Joost Raessens, Ben Schouten
Pubbl/distr/stampa Amsterdam : , : Amsterdam University Press, , [2021]
Descrizione fisica 1 online resource (264 pages)
Collana Games and Play
Soggetto topico Videojocs - Aspectes psicològics
Persuasió (Psicologia)
Soggetto non controllato Game, play, persuasion, game design, serious games
ISBN 9789048543939
90-485-4393-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Frontmatter -- Table of Contents -- 1. Persuasive Gaming: From Theory-Based Design to Validation and Back . An Introduction -- Part I. The Study of Persuasion Through Digital Games -- Introduction to Part I -- 2. Persuasive Games, A Decade Later -- 3. Playing an Automated World -- 4. Looking Beyond Persuasion Through Rule-Based Representations in Digital Games: Designing Games to Shape, Reinforce, or Change Attitudes -- 5. Creating Stealth Game Interventions for Attitude and Behavior Change : An 'Embedded Design' Model -- Part II. Designing Persuasive Games -- Introduction to Part II -- 6. A Breathtaking Journey . Appealing to Empathy in a Persuasive Mixed- Reality Game -- 7. Macro, Micro, and Meta-Persuasive Play to Change Society -- 8. VilDu?! A Game for Sexually Abused Children : How Openness Facilitated a Clear Design Direction -- 9. Designing for Persuasion through Embodied Experiences in Virtual Reality -- Part III. Assessing the Effectiveness of Persuasive Games -- Introduction to Part III -- 10. The Present of Persuasion : Escalating Research into Persuasive Game Effects -- 11. Designing for Transfer -- 12. Striving 'Against All Odds' to Reduce Prejudice toward Immigrants and Refugees -- 13. Mitigating Bias and Improving Professional Decision-Making through Persuasive Training Games -- Index
Record Nr. UNISA-996419449903316
Amsterdam : , : Amsterdam University Press, , [2021]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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Persuasive gaming in context / / edited by Teresa de la Hera, Jeroen Jansz, Joost Raessens, Ben Schouten
Persuasive gaming in context / / edited by Teresa de la Hera, Jeroen Jansz, Joost Raessens, Ben Schouten
Pubbl/distr/stampa Amsterdam : , : Amsterdam University Press, , [2021]
Descrizione fisica 1 online resource (264 pages)
Collana Games and Play
Soggetto topico Videojocs - Aspectes psicològics
Persuasió (Psicologia)
Soggetto non controllato Game, play, persuasion, game design, serious games
ISBN 9789048543939
90-485-4393-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Frontmatter -- Table of Contents -- 1. Persuasive Gaming: From Theory-Based Design to Validation and Back . An Introduction -- Part I. The Study of Persuasion Through Digital Games -- Introduction to Part I -- 2. Persuasive Games, A Decade Later -- 3. Playing an Automated World -- 4. Looking Beyond Persuasion Through Rule-Based Representations in Digital Games: Designing Games to Shape, Reinforce, or Change Attitudes -- 5. Creating Stealth Game Interventions for Attitude and Behavior Change : An 'Embedded Design' Model -- Part II. Designing Persuasive Games -- Introduction to Part II -- 6. A Breathtaking Journey . Appealing to Empathy in a Persuasive Mixed- Reality Game -- 7. Macro, Micro, and Meta-Persuasive Play to Change Society -- 8. VilDu?! A Game for Sexually Abused Children : How Openness Facilitated a Clear Design Direction -- 9. Designing for Persuasion through Embodied Experiences in Virtual Reality -- Part III. Assessing the Effectiveness of Persuasive Games -- Introduction to Part III -- 10. The Present of Persuasion : Escalating Research into Persuasive Game Effects -- 11. Designing for Transfer -- 12. Striving 'Against All Odds' to Reduce Prejudice toward Immigrants and Refugees -- 13. Mitigating Bias and Improving Professional Decision-Making through Persuasive Training Games -- Index
Record Nr. UNINA-9910445548003321
Amsterdam : , : Amsterdam University Press, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui