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This two-volume set constitutes the refereed proceedings of the 7th International Conference on Human Aspects of IT for the Aged Population, ITAP 2021, held as part of the 23rd International Conference, HCI International 2021, held as a virtual event, in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. ITAP 2021 includes a total of 67 papers; they focus on topics related to designing for and with older users, technology acceptance and user experience of older users, use of social media and games by the aging population, as well as applications supporting health, wellbeing, communication, social participation and everyday activities.
This two-volume set constitutes the refereed proceedings of the 7th International Conference on Human Aspects of IT for the Aged Population, ITAP 2021, held as part of the 23rd International Conference, HCI International 2021, held as a virtual event, in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. ITAP 2021 includes a total of 67 papers; they focus on topics related to designing for and with older users, technology acceptance and user experience of older users, use of social media and games by the aging population, as well as applications supporting health, wellbeing, communication, social participation and everyday activities.
This book constitutes the revised selected papers of the 13th International Conference on Videogame Sciences and Arts, VJ 2023, held in Aveiro, Portugal, during November 28–30, 2023. The 17 full papers and the 6 short papers presented were carefully reviewed and selected from 64 submissions. They are organized in topical sections named: game experience and evaluation; game-based learning and edutainment; games and culture; game design and development.
Lifestyle Sports and Public Policy is the first book to develop a comprehensive understanding of the interplay between lifestyle sports and the public policy environment which frames and regulates them. Drawing on a wide range of lifestyle sports from across the globe, including parkour, skateboarding, mountain biking and climbing, it identifies the critical issues facing practitioners and policymakers as these sports become increasingly popular. Part I examines public sector bodies that provide lifestyle sports opportunities to the public, either through funding partners or by managing facilities themselves. Part II looks at the use of lifestyle sports to promote policy agendas such as improving public health, while Part III considers the impact of public sector regulatory actions on the lifestyle sports industry. Each part contains case studies which investigate a policy issue from the perspective of a different lifestyle sport, including some sports which have traditionally been under-represented such as rodeo and curling. This book is a valuable resource for anyone with an interest in lifestyle sports, leisure studies, sport tourism, leisure management or sport policy.
This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.
Aunque los medios de comunicación y las nuevas tecnologÃas no se crearon con finalidades especÃficas para el ámbito de la enseñanza, es incuestionable la capacidad formativa que poseen; la admiración que ejercen en la sociedad es abrumadora, y su influencia en jóvenes y adolescentes es, si cabe, mayor. En este contexto, la difusión de conocimiento se encuentra integrada a una evolución frenética, y a menudo se ve condicionada por cambios de rumbo relacionados con multitud de informaciones y de nuevos conocimientos, que provienen de las tecnologÃas de la información y de la comunicación, principalmente.
Nos gustan las historias, necesitamos del relato para comunicarnos. En la actualidad gozamos de múltiples posibilidades para transmitir y consumir historias. Por ello, es más necesario que nunca reflexionar sobre las posibilidades que ofrecen todos los medios a nuestra disposición y tam-bién, la forma en que tanto profesionales como consumidores los utilizan como formas de transmitir información, de disfrute, de ofrecer tendencias de consumo o de conceptos de género, tanto de forma individual como desde los medios de comunicación.
Este livro reúne produções da área de Ciência da Computação, destacando-se no contexto Educação e Computação, emergindo como cenário produtivo no âmbito mundial. As proposições aqui apresentadas sustentam o caráter da inovação tecnológica em processos educacionais, a partir das Tecnologias Digitais de Informação e Comunicação – TDIC, como produtos para os cenários preocupados com as diferentes e possÃveis inter-relações entre educação, trabalho e tecnologia. Os multiespaços pensados e criados, a partir da Ciência da Computação, envolvendo a Docência, são repercutidos nesta obra nas mais diferentes e convergentes perspectivas inovadoras, a saber: i. CondiÃ...