top

  Info

  • Utilizzare la checkbox di selezione a fianco di ciascun documento per attivare le funzionalità di stampa, invio email, download nei formati disponibili del (i) record.

  Info

  • Utilizzare questo link per rimuovere la selezione effettuata.
Affective and emotional aspects of human-computer interaction [[electronic resource] ] : game-based and innovative learning approaches / / edited by Maja Pivec
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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Computer games [[electronic resource] ] : learning objectives, cognitive performance and effects on development / / Agustin Soria and Julian Maldonado, editors
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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui