Minhua Ma – författare
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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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Serious Games
4th Joint International Conference, JCSG 2018, Darmstadt, Germany, November 7-8, 2018, Proceedings
562 kr
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692 kr
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Serious Games
Joint International Conference, JCSG 2020, Stoke-on-Trent, UK, November 19–20, 2020, Proceedings
896 kr
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1 146 kr
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617 kr
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742 kr
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Serious Games Development and Applications
5th International Conference, SGDA 2014, Berlin, Germany, October 9-10, 2014. Proceedings
509 kr
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615 kr
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Serious Games
First Joint International Conference, JCSG 2015, Huddersfield, UK, June 3-4, 2015, Proceedings
509 kr
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Serious Games
Second Joint International Conference, JCSG 2016, Brisbane, QLD, Australia, September 26-27, 2016, Proceedings
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692 kr
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This book constitutes the proceedings of the Second Joint International Conference on Serious Games, JCSG 2016, held in Brisbane, QLD, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays.
The total of 36 full papers and 5 short papers was carefully reviewed and selected from numerous submissions. The papers were organized in topical sections named: health, well-being and accessibility; education, learning and training; science, nature and heritage; design, development and analysis; poster papers; exhibits.2 413 kr
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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.
Thissecond 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.
Serious Games
Third Joint International Conference, JCSG 2017, Valencia, Spain, November 23-24, 2017, Proceedings
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2 413 kr
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562 kr
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692 kr
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This book constitutes the refereed proceedings of the Second International Conference on Serious Games Development and Applications, SGDA 2011, held in Lisbon, Portugal in September 2011.
The 13 revised full papers presented were carefully reviewed and selected for publication. Among the topics addressed are virtual reality, computer assisted learning, computer graphics, tutoring systems, e-learning, e-culture, and guiding systems.
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623 kr
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530 kr
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668 kr
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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.
Virtual, Augmented Reality and Serious Games for Healthcare 1
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