TY - BOOK AU - Vaz de Carvalho,Carlos AU - Escudeiro,Paula AU - Coelho,António ED - SpringerLink (Online service) TI - Serious Games, Interaction and Simulation: 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers T2 - Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, SN - 9783319510552 AV - LB1028.43-1028.75 U1 - 374.26 23 PY - 2017/// CY - Cham PB - Springer International Publishing, Imprint: Springer KW - Education—Data processing KW - User interfaces (Computer systems) KW - Artificial intelligence KW - Computers and civilization KW - Optical data processing KW - Educational technology KW - Computers and Education KW - User Interfaces and Human Computer Interaction KW - Artificial Intelligence KW - Computers and Society KW - Computer Imaging, Vision, Pattern Recognition and Graphics KW - Educational Technology N1 - Using Games for the Phonetics Awareness of Children with Down syndrome -- Playful and gameful learning in a hybrid space -- Improving the learning of child movements through games -- ClueKing: Allowing Parents to Customize an Informal Learning Environment for Children -- The Importance of Socio-emotional Agency in Applied Games for Social Learning -- Learning Analytics Model in a Casual Serious Game for Computer Programming Learning -- GLAID: Designing a Game Learning Analytics Model to Analyze the Learning Process in Users with Intellectual Disabilities -- Automatic Extraction of Gameplay Design Expertise: an Approach Based on Semantic Annotation -- Designing game strategies: An analysis from knowledge management in software development contexts -- Neurocognitive stimulation Game: Serious game for neurocognitive stimulation and assessment -- The Perspectives of Older People on Digital Gaming: Interactions with Console and Tablet-based Games -- A Serious Game for Digital Skill Building among Individuals at Risk, Promoting Employability and Social Inclusion -- Learning and Long-Term Retention of Task-Specific Training in a Non-injured Population Using the Computer Assisted Rehabilitation Environment (CAREN) -- Sign Language Support – Adding a Gesture Library to the Leap Motion SDK -- VirtualSign Game Evaluation -- Towards an Ontology of Requirements for Pervasive Games Based Learning Systems: a Requirements Engineering Perspective -- Social Mpower: An Educational Game for Energy Efficiency -- Gamification at Scraim -- The LabRint Serious Game: A New Intelligence Analysis Methodology; Available to subscribing member institutions only. Доступно лише організаціям членам підписки N2 - This book constitutes the thoroughly refereed post-conference proceedings of the 6th International Conference on Serious Games, Interaction and Simulation, SGAMES 2016, held in Porto, Portugal, in June 2016. The 19 revised full papers presented together with 2 keynote papers and an editorial introduction were carefully reviewed and selected from all the submissions. The papers cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology and feature new scientific approaches and results from experiments and real-life applications UR - https://doi.org/10.1007/978-3-319-51055-2 ER -