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This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 2019. The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies; and posters. The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com.
This book constitutes the refereed proceedings of the 9th International Conference on Games and Learning Alliance, GALA 2020, held in Laval, France, in December 2020. The 35 full papers and 10 short papers were carefully reviewed and selected from 77 submissions. The papers cover a broad spectrum of topics: Serious Game Design; Serious Game Analytics; Virtual and Mixed Reality Applications; Gamification Theory; Gamification Applications; Serious Games for Instruction; and Serious Game Applications and Studies.
"This publication covers the latest innovative research findings involved with the incorporation of technologies into everyday aspects of life"--Provided by publisher.
This volume considers the challenges and opportunities of online literature classes and suggests instructional strategies that ensure students are engaged in the virtual classroom. The ideas shared here are grounded in research, practice, critical self-reflection, and collaboration. Reflecting a diverse collection of practical tips and experiences from colleagues teaching at a variety of institutions, the essays offer readers the chance to inhabit others' classrooms. Contributors discuss building an interactive and inclusive classroom and using hypertext, video lectures, and other asynchronous and synchronous tools in classes whose subjects include, among others, Shakespeare, the Chinese novel, early American literature, speculative fiction, and contemporary American poetry.
This book constitutes the thoroughly refereed post-proceedings of the 7th ERCIM Workshop on User Interfaces for All, held in Paris, France, in October 2002. The 40 revised full papers presented were carefully reviewed and selected during two rounds of refereeing and revision. The papers are organized in topical sections on user interfaces for all: accessibility issues, user interfaces for all: design and assessment, towards an information society for all, novel interaction paradigms: new modalities and dialogue style, novel interaction paradigms: accessibility issues, and mobile computing: design and evaluation.
Public Space, Media Space asks how media saturation are transforming public space and our experience of it. From the role of graffiti and Youtube videos of street art in the Cairo revolution, to OOH (Out of Home) advertising, the book is diverse in its approach and global in its coverage.
Advances in hardware, software, and audiovisual rendering technologies of recent years have unleashed a wealth of new capabilities and possibilities for multimedia applications, creating a need for a comprehensive, up-to-date reference. The Encyclopedia of Multimedia Technology and Networking provides hundreds of contributions from over 200 distinguished international experts, covering the most important issues, concepts, trends, and technologies in multimedia technology. This must-have reference contains over 1,300 terms, definitions, and concepts, providing the deepest level of understanding of the field of multimedia technology and networking for academicians, researchers, and professionals worldwide.
This book constitutes the refereed proceedings of the 4th International Conference on Serious Games Development and Applications, SGDA 2013, held in Trondheim, Norway, in September 2013. The 32 papers (23 full papers, 9 short papers/posters and 2 invited keynotes) presented were carefully reviewed and selected from various submissions. The papers are organized in topical sections on games for health, games for education and training, games for other purposes, game design and theories, gaming interface, policy matters.
Uncovers the growing and expanding phenomenon of human behavior, social constructs, and communication in online environments.
Scope: The classification of researchers and scientists in Greece in a unified list based on the citation impact and dissemination level of their scientific work according to Google Scholar database. Classification criteria: First criterion is h-index. In the case of equal h-index, the following scientometric indicators are used for the classification. The number of total citations, the i10-index, the total impact factor of scientist, the m-index or m-quotient of scientist. Information resource: The h-index, citations and i10-index derived from the public profiles of researchers in the Google Scholar database. In addition, the calculation of total impact factor and m-index of each researcher...