Serious Games And Edutainment Applications

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With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

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Genre : Computers
Author : Minhua Ma
Publisher : Springer
Release : 2017-03-03
File : 694 Pages
ISBN-13 : 9783319516455


Serious Games

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This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.

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Genre : Computers
Author : Ralf Dörner
Publisher : Springer
Release : 2016-08-25
File : 429 Pages
ISBN-13 : 9783319406121


Entertainment Computing And Serious Games

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The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.

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Genre : Computers
Author : Ralf Dörner
Publisher : Springer
Release : 2016-10-05
File : 549 Pages
ISBN-13 : 9783319461526


Serious Games And Edutainment Applications

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BOOK EXCERPT:

The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.

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Genre : Computers
Author : Minhua Ma
Publisher : Springer
Release : 2011-12-14
File : 504 Pages
ISBN-13 : 1447121627


Serious Games Development And Applications

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This book constitutes the refereed proceedings of the 5th International Conference on Serious Games Development and Applications, SGDA 2014, held in Berlin, Germany, in October 2014. The 14 revised full papers presented together with 4 short papers were carefully reviewed and selected from 31 submissions. The focus of the papers was on the following: games for health, games for medical training, serious games for children, music and sound effects, games for other purposes, and game design and theories.

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Genre : Computers
Author : Minhua Ma
Publisher : Springer
Release : 2014-10-03
File : 235 Pages
ISBN-13 : 9783319116235


Europe And Mena Cooperation Advances In Information And Communication Technologies

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This book contains a selection of articles from The Europe, Middle East and North Africa Conference on Technology and Security to Support Learning 2016 (EMENA-TSSL'16), held between the 3th and 5th of October at Saidia, Oujda, Morocco. EMENA-TSSL'16 is a global forum for researchers and practitioners to present and discuss recent results and innovations, current trends, professional experiences and challenges in Information & Communication Technologies, and Security to support Learning. The main topics covered are: A) Online Education; B) Emerging Technologies in Education; C) Artificial Intelligence in Education; D) Gamification and Serious games; E) Network & Web Technologies Applications; F) Online experimentation and Virtual Laboratories; G) Multimedia Systems and Applications; H) Security and Privacy; I) Multimedia, Computer Vision and Image Processing; J) Cloud, Big Data Analytics and Applications; K) Human-Computer Interaction; L) Software Systems, Architectures, Applications and Tools; M) Online Languages and Natural Language Processing N) E-content Development, Assessment and Plagiarism; O) Secure E-Learning Development and Auditing; P) Internet of Things and Wireless Sensor Networks.

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Genre : Technology & Engineering
Author : Álvaro Rocha
Publisher : Springer
Release : 2016-09-25
File : 553 Pages
ISBN-13 : 9783319465685


New Technology In Education And Training

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Author : Jon-Chao Hong
Publisher : Springer Nature
Release :
File : 331 Pages
ISBN-13 : 9789819738830


Intelligent Virtual System For Underwater Vehicle Piloting Using Unitytm

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This book supports readers in the development of a remotely operated vehicle (ROV) pilot training simulator by exploiting open-source or free gaming software and emphasizing the importance of using established and widely-available game design techniques to provide engaging scenarios for ROV training developers and trainees. There is no such book to guide the users to create an open-source virtual simulator for pilot training in the marine and offshore industry. This book can be used as a reference for undergraduate and postgraduate students, engineers, researchers, and lecturers in VR simulation using UnityTM as the leading software. Some of the key features of the book include: • Step-by-step procedures in development ROV pilot training simulator • Use of open-source software UnityTM that is freely available to all readers • The codes used in the book are self-sufficient as there are no codes hidden from readers

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Genre : Computers
Author : Cheng Siong Chin
Publisher : CRC Press
Release : 2020-12-22
File : 169 Pages
ISBN-13 : 9781000295719


Human Computer Interaction In Various Application Domains

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Human-Computer Interaction (HCI) is a multidisciplinary research and applied field targeted to studying people interacting with information technology and designing usable and efficient systems for them. This book outlines the state‐of‐the‐art of HCI research in the respective domain such as health, games, transportation, industry, and entertainment. This book Bridges the gap between theory and practice by presenting how to apply HCI methods and tools in specific domains. Offers concrete examples of HCI use in real-world situations. Presents case-specific best practices, tips, and tricks. Includes chapters that are well-studied and purposefully selected, representing important theoretical, practical, and research areas in HCI. Includes domains ranging from the roots and the classic approaches of human-computer interaction to contemporary advancements. This book is a fascinating read for individuals interested in Human-Computer Interaction research and applications.

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Genre : Computers
Author : Constantine Stephanidis
Publisher : CRC Press
Release : 2024-08-23
File : 526 Pages
ISBN-13 : 9781040087824


Virtual Augmented Reality And Serious Games For Healthcare 1

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There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.

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Genre : Technology & Engineering
Author : Minhua Ma
Publisher : Springer Science & Business
Release : 2014-04-25
File : 570 Pages
ISBN-13 : 9783642548161