Affective and emotional aspects of human-computer interaction [[electronic resource] ] : game-based and innovative learning approaches / / edited by Maja Pivec |
Pubbl/distr/stampa | Amsterdam ; ; Washington, DC, : IOS Press, c2006 |
Descrizione fisica | 1 online resource (332 p.) |
Disciplina | 004.019 |
Altri autori (Persone) | PivecMaja |
Collana | The future of learning |
Soggetto topico |
Computer-assisted instruction
Learning - Research Experiential learning Education - Effect of technological innovations on Education - Simulation methods Computer games - Research |
Soggetto genere / forma | Electronic books. |
ISBN |
6610505128
1-280-50512-5 9786610505128 1-4237-9730-2 1-60750-149-X 600-00-0337-4 1-60129-129-9 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Title page; Foreword; Acknowledgements; Supplementary Material Available via the Internet; Contents; Game-Based Learning; Affective Gaming: Advancing the Argument for Game-Based Learning; Didactic Analysis of Digital Games and Game-Based Learning; Immersive Environments: What Can We Learn from Commercial Computer Games?; What Is a Game Ego? (or How the Embodied Mind Plays a Role in Computer Game Environments); Multiple Motivations Framework; An Instructional Design/Development Model for the Creation of Game-Like Learning Environments: The FIDGE Model
Learning when Using Commercial Computer Games as Simulations: A Case Study Using a Simulation GameSerious Games and 'Simulation Based E-Learning' for Infrastructure Management; Motivation and Learning; Learning and Motivation with Virtual Tutors. Does It Matter if the Tutor Is Visible on the Net?; Achievement Motivation, Performance Structure, and Adaptive Hypertext Learning; An Interactive Dictionary of Concepts: An Exploratory Platform for Enhancing Communication Between the Concepts Which Form and Inform Us Human-Computer Interaction: Sharing of Intergenerational Wisdom and Cross-Cultural KnowledgeDesigning the Stimulation Aspect of Hedonic Quality - An Exploratory Study; Emotions and Emotional Agents; On the Role of Self Esteem, Empathy and Narrative in the Development of Intelligent Learning Environments; Empathic Characters in Computer-Based Personal and Social Education; Using Machine-Learning Techniques to Recognize Emotions for On-Line Learning Systems; A Framework for Emotional Agents as Tutoring Entities; A Haptic Computing Logic - Agent Planning, Models, and Virtual Trees ESF SCSS Exploratory Workshop on Affective and Emotional Aspects of Human-Computer Interaction: Emphasis on Game-Based and Innovative Learning ApproachesAuthor Index |
Record Nr. | UNINA-9910450996003321 |
Amsterdam ; ; Washington, DC, : IOS Press, c2006 | ||
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Lo trovi qui: Univ. Federico II | ||
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Computer games [[electronic resource] ] : learning objectives, cognitive performance and effects on development / / Agustin Soria and Julian Maldonado, editors |
Pubbl/distr/stampa | New York, : Nova Science Publisher's, c2010 |
Descrizione fisica | 1 online resource (219 p.) |
Disciplina | 794.8/1526 |
Altri autori (Persone) |
SoriaAgustin <1954->
MaldonadoJulian |
Collana | Computer science, technology and applications series |
Soggetto topico |
Computer games - Programming
Computer games - Design Computer games - Research Video games - Design |
Soggetto genere / forma | Electronic books. |
ISBN | 1-61761-178-6 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
""COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT ""; ""COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT ""; ""CONTENTS ""; ""PREFACE ""; ""EDUTAIN@GRID: A RESOURCE MANAGEMENTPLATFORM FOR MASSIVELY MULTIPLAYERONLINE GAMES""; ""Abstract""; ""1. Introduction""; ""2. Model""; ""2.1. Game Application Model""; ""2.2. Game Load Complexity Model""; ""2.3. Game Hosting Model""; ""2.4. Complete Game Ecosystem Model""; ""3. Architecture""; ""4. Monitoring""; ""4.1. Real-Time Metrics""; ""4.2. Monitored Entities""
""4.2.1. Host Entity""""4.2.2. Game Process Entity""; ""4.2.3.Game Local Session Entity""; ""4.3. Monitoring Method""; ""5. Load Prediction""; ""5.1. Predictor Families""; ""5.2. Prediction Method""; ""5.3. Neural Network-Based Prediction""; ""5.3.1. Preprocessor""; ""5.3.2. Signal Expander""; ""5.3.3. Neural Network""; ""5.3.4. Postprocessor""; ""5.3.5. Utilisation""; ""5.3.6. Complexity Analysis""; ""5.4. Implementation""; ""5.5. Distributed FPS Game Simulator""; ""5.6. Neural Network Tuning""; ""5.6.1. Network Type""; ""5.6.2. Network Structure""; ""5.6.3. Transfer Function"" ""5.6.4. Signal Expanding""""5.7. Prediction Results""; ""6. Capacity Management""; ""6.1. Processor Load Model""; ""6.2. Memory Load Model""; ""6.3. Network Load Model""; ""6.4. General Load Model""; ""7. Resource Allocation""; ""8. Conclusions""; ""References""; ""A STRATEGY FOR ANALYZING DIGITALEPISTEMIC GAMES""; ""Abstract""; ""Introduction""; ""Game Categorization""; ""Epistemic Patterns""; ""Pattern List""; ""Arranging""; ""Assigning""; ""Collecting""; ""Comparing""; ""Composing""; ""Filtering""; ""Linking""; ""Probing""; ""Searching""; ""Selecting"" ""Analysis of Games Using These Patterns""""Adventures of Lolo""; ""Bejeweled""; ""Blocksum""; ""Bookworm""; ""Civilization IV""; ""The Incredible Machine""; ""Legend of Zelda: Ocarina of Time""; ""Myst""; ""Pacman""; ""Step-By-Step""; ""Tetris""; ""Conclusion""; ""References""; ""PATTERNS OF DIGITAL GAME PLAYING IN EARLY ADOLESCENCE: RELATIONS TO DEPRESSED MOOD ""; ""Abstract ""; ""Introduction ""; ""Digital Game Playing and Emotion Regulation""; ""Patterns of Playing Digital Games and Depressed Mood""; ""The Current Study""; ""Methods""; ""Participants""; ""Study Procedure""; ""Measures"" ""Results""""Descriptive Results""; ""Digital Game Playing Patterns""; ""Digital Game Playing Patterns and Depressed Mood""; ""Conclusion ""; ""Acknowledgements""; ""References""; ""VIDEO GAMES FOR HEALTH:DESIGN STRATEGIESFOR MAXIMIZING LEARNING""; ""Abstract""; ""Introduction""; ""Scope of this Chapter""; ""Video Games for Learning""; ""Video Games for Health""; ""Concrete Versus Conceptual Games""; ""Learning Theory and Health Game Design""; ""The Example of Re-Mission""; ""Symbolic Self Modeling in Re-Mission""; ""Other Learning Principles in Re-Mission""; ""Conclusion""; ""References"" ""DREAMS AND VIDEO GAME PLAY"" |
Record Nr. | UNINA-9910452204903321 |
New York, : Nova Science Publisher's, c2010 | ||
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Lo trovi qui: Univ. Federico II | ||
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