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標(biāo)題: Titlebook: Games for Training, Education, Health and Sports; 4th International Co Stefan G?bel,Josef Wiemeyer Conference proceedings 2014 Springer Int [打印本頁(yè)]

作者: ISSUE    時(shí)間: 2025-3-21 18:02
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書目名稱Games for Training, Education, Health and Sports讀者反饋




書目名稱Games for Training, Education, Health and Sports讀者反饋學(xué)科排名





作者: Filibuster    時(shí)間: 2025-3-21 21:51

作者: Systemic    時(shí)間: 2025-3-22 02:18
Optimal Gain Overdesign in Analog Filtersocial dynamics as it changes the participant’s mutual perception. We conducted a psychosocial study to gain insight into the patients’ social environment and tested the system in two at home experiments. The results suggest that our system is able to equalize a healthy and disabled player and benefi
作者: 永久    時(shí)間: 2025-3-22 08:01

作者: 損壞    時(shí)間: 2025-3-22 10:38
Word Dominationwill present suggestions for application scenarios and further development possibilities. Some player impressions and reactions were gathered in a study at the University of Mannheim and at the Darmstadt . 2013 exhibition, during which the game was played by a broad audience.
作者: 確定方向    時(shí)間: 2025-3-22 16:08

作者: 確定方向    時(shí)間: 2025-3-22 20:35
Conference proceedings 2014nisms and effects of (Serious) Games, adaptation and personalisation, local, mobile, and internet learning and education applications, game, reuse and evaluation, game settings, types of learners, problem solving etc.
作者: 奴才    時(shí)間: 2025-3-22 22:15
0302-9743 ding mechanisms and effects of (Serious) Games, adaptation and personalisation, local, mobile, and internet learning and education applications, game, reuse and evaluation, game settings, types of learners, problem solving etc.978-3-319-05971-6978-3-319-05972-3Series ISSN 0302-9743 Series E-ISSN 1611-3349
作者: Thrombolysis    時(shí)間: 2025-3-23 02:32
Eby G. Friedman,J. H. Mulligan Jr.evel to the games, competition and group efforts can be initiated, giving further motivation to reach a certain goal. In this overview, we will present different approaches of game-based IT solutions to support active & healthy aging, including concrete examples from resent applications.
作者: endarterectomy    時(shí)間: 2025-3-23 07:18

作者: UNT    時(shí)間: 2025-3-23 10:35
Analog Integrated Circuits for Communicationules. The aim of the game is to help memorize the names and 1-letter codes of 20 standard amino acids, provide additional information about amino acids, explain the modularity of lantibiotic synthesis, and stimulate further interest to synthetic biology among players.
作者: 健談的人    時(shí)間: 2025-3-23 17:52
Approximations and Filter Circuits,ties (e.g., age, sex, performance and health level) within the game..For an initial application and testing of this algorithm, a two-part test series was performed with 4 participants. The results are promising: The intended HR could be evoked in all participants. Yet further tests need to be done to improve the adaptations.
作者: 黑豹    時(shí)間: 2025-3-23 22:00

作者: 怪物    時(shí)間: 2025-3-23 22:48

作者: 評(píng)論者    時(shí)間: 2025-3-24 02:28

作者: 返老還童    時(shí)間: 2025-3-24 07:42
Personalized Adaptive Control of Training Load in Exergames from a Sport-Scientific Perspectiveties (e.g., age, sex, performance and health level) within the game..For an initial application and testing of this algorithm, a two-part test series was performed with 4 participants. The results are promising: The intended HR could be evoked in all participants. Yet further tests need to be done to improve the adaptations.
作者: medium    時(shí)間: 2025-3-24 12:45

作者: Aerophagia    時(shí)間: 2025-3-24 14:49
Donald O. Pederson,Kartikeya Mayaramtem’s usability and the users’ subjective satisfaction. A Think-Aloud protocol was used to collect data with participants. Results showed that in most of the users’ answers (86%) a positive feedback was given, both for the game’s ease of use as well as for its application to support the storytelling process.
作者: 可用    時(shí)間: 2025-3-24 20:31
G?ran Jerke,Jens Lienig,Jan B. Freuerhe gamification of university education and demonstrate a prototype implementing this concept. Both the concept and the prototype serve as the first step for further research towards an integrated gamifaction approach and measuring its impact.
作者: OTTER    時(shí)間: 2025-3-25 02:48
Andrzej T. Rosinski,Alain Vachouxnt patients’ abilities and motivation. The results of the experiment show that the adaptation technique increases the number of tasks, number of successful tasks as well as the movement amplitude during a game session. The technique positively effects the training outcomes of stroke patients, which can help them to recover their functions.
作者: Palpable    時(shí)間: 2025-3-25 07:19
Basics on Delta-Sigma Converters,tion advisedly to suit different age groups: preschoolers, school-aged children and teenagers. All approaches are combined to an interactive entertainment environment that uses videos, game based interaction and interactive storytelling to make new knowledge easily accessible.
作者: 有效    時(shí)間: 2025-3-25 09:30
https://doi.org/10.1007/978-1-4614-1371-4game that will achieve the desired learning outcomes. This workshop aims to present and apply a preliminary exposition though a purpose-processing methodology to probe, from various SG design aspects, how serious game design patterns map with pedagogical practices
作者: infringe    時(shí)間: 2025-3-25 13:43
How Computer Games Can Improve Your Health and Fitnessr at least with much less enthusiasm. One such application is personal fitness. So called . aim at wrapping physical exercises into computer games. They range from rehabilitation programs to workout programs mimicking a personal trainer.
作者: 盲信者    時(shí)間: 2025-3-25 15:48

作者: intuition    時(shí)間: 2025-3-25 22:26

作者: 協(xié)奏曲    時(shí)間: 2025-3-26 02:18
Dynamic Difficulty Adaptation in Serious Games for Motor Rehabilitationnt patients’ abilities and motivation. The results of the experiment show that the adaptation technique increases the number of tasks, number of successful tasks as well as the movement amplitude during a game session. The technique positively effects the training outcomes of stroke patients, which can help them to recover their functions.
作者: CAMP    時(shí)間: 2025-3-26 04:57

作者: 不整齊    時(shí)間: 2025-3-26 11:23

作者: Itinerant    時(shí)間: 2025-3-26 16:27

作者: EXALT    時(shí)間: 2025-3-26 18:01

作者: 侵害    時(shí)間: 2025-3-26 22:37
Analog Integrated-Circuit Blocks,rning content of the game. In this paper, we propose a model for a richer dynamic adaptation, in which several aspects are taken into account for providing a more personalized gaming experience to sustain the engagement of the players to the game.
作者: 實(shí)現(xiàn)    時(shí)間: 2025-3-27 04:01
Conference proceedings 2014ays 2014, held in Darmstadt, Germany, in April 2014. The 13 full papers presented together with 3 short papers, 2 keynotes, and 3 workshop papers were carefully reviewed and selected for inclusion in this book. The topics of the papers are settled in the fields of (game-based) training, teaching and
作者: Androgen    時(shí)間: 2025-3-27 09:04

作者: CERE    時(shí)間: 2025-3-27 11:50
Dynamically Adaptive Educational Games: A New Perspectiverning content of the game. In this paper, we propose a model for a richer dynamic adaptation, in which several aspects are taken into account for providing a more personalized gaming experience to sustain the engagement of the players to the game.
作者: 不可救藥    時(shí)間: 2025-3-27 14:14

作者: 松馳    時(shí)間: 2025-3-27 20:18
Linear and Time-Based Conversion, and teenagers undergoing oncological treatment. The experience of developing the games with an interdisciplinary team had positive aspects, especially in what the challenges of attending to the needs of children under medical treatment is concerned.
作者: contrast-medium    時(shí)間: 2025-3-28 00:41

作者: 閑蕩    時(shí)間: 2025-3-28 02:07
https://doi.org/10.1007/978-90-481-8888-8focused on usability and game experience. We evaluated our game prototype by a user study with a convenience sample of 20 persons. This study showed, that our prototype is already capable to elicit fun and to deliver a true game experience despite its early stage. Some issues have been revealed requiring further improvement.
作者: Misgiving    時(shí)間: 2025-3-28 06:40
Video Game Personalization via Social Media Participationbute content to specific calls from the game via a dynamically generated web interface that is linked to published notifications in the OSN. Results of a first study show that both, game player and connected people of the OSN, appreciate the personalization and participation via user-generated content that is integrated into the game play.
作者: acolyte    時(shí)間: 2025-3-28 10:49
Mobile Learning and Games: Experiences with Mobile Games Development for Children and Teenagers Unde and teenagers undergoing oncological treatment. The experience of developing the games with an interdisciplinary team had positive aspects, especially in what the challenges of attending to the needs of children under medical treatment is concerned.
作者: Pedagogy    時(shí)間: 2025-3-28 18:15

作者: medieval    時(shí)間: 2025-3-28 21:35
Serious Games for Solving Protein Sequence Alignments - Combining Citizen Science and Gamingfocused on usability and game experience. We evaluated our game prototype by a user study with a convenience sample of 20 persons. This study showed, that our prototype is already capable to elicit fun and to deliver a true game experience despite its early stage. Some issues have been revealed requiring further improvement.
作者: 虛弱    時(shí)間: 2025-3-28 23:01

作者: 你正派    時(shí)間: 2025-3-29 06:28
Games for Training, Education, Health and Sports978-3-319-05972-3Series ISSN 0302-9743 Series E-ISSN 1611-3349
作者: musicologist    時(shí)間: 2025-3-29 10:32

作者: 煩躁的女人    時(shí)間: 2025-3-29 12:31
Analog Design Centering and Sizingeficial for a variety of applications. In particular when it is about motivating people through gaming mechanisms, there is a great potential to use gaming technology and the psychological mechanisms that attract people to games for making them do activities that would otherwise either be not done o
作者: 感染    時(shí)間: 2025-3-29 16:42
Eby G. Friedman,J. H. Mulligan Jr. These techniques are especially useful as they improve the motivation of the users and thus help to improve the effectiveness of the intervention. TV-based games are often oriented along traditional video games. External sensors like video cameras can be incorporated to provide direct feedback on t
作者: 縮影    時(shí)間: 2025-3-29 20:34
https://doi.org/10.1007/978-1-349-20994-1ses. In this paper we present such a case: The original game is a mobile app which supports memorizing basic knowledge of the law domain. Starting with a description of the software architecture and the game mechanics of the mobile app we outline the necessary steps and methods to extend the softwar
作者: 閃光你我    時(shí)間: 2025-3-30 00:15
https://doi.org/10.1007/978-1-4615-2051-1players by enhancing or clarifying content. From an educational perspective, narratives are a semiotic conduit for evoking critical thinking skills and promoting knowledge discovery/acquisition. While narrative is central to Serious Games (SG), the relationships between gameplay, narrative and pedag
作者: 高度贊揚(yáng)    時(shí)間: 2025-3-30 06:10
https://doi.org/10.1007/b101926ombined with Serious Games and used for knowledge exchange among peers, Social Media content can be used to influence and enrich one’s gameplay experience as well as raise attention of connected persons in an Online Social Network (OSN) environment. In this paper we will describe the technical setup
作者: 干旱    時(shí)間: 2025-3-30 08:38

作者: Hdl348    時(shí)間: 2025-3-30 14:53
Empirical-Based Parasitic Extractor, on motivational aspects and to combine this with a variable learning content. Therefore, a web based authoring tool has been created that allows for the integration of arbitrary quizzes into the game. This frees teachers from hassling with game design details. At the same time, it offers players th
作者: 易改變    時(shí)間: 2025-3-30 20:07
Analog Integrated-Circuit Blocks,s of adaptive educational games, they mostly only base the adaptation on the performance of the player, and only adapt the difficulty level or the learning content of the game. In this paper, we propose a model for a richer dynamic adaptation, in which several aspects are taken into account for prov
作者: VERT    時(shí)間: 2025-3-30 21:57

作者: 完成才會(huì)征服    時(shí)間: 2025-3-31 02:41

作者: Outwit    時(shí)間: 2025-3-31 08:20
G?ran Jerke,Jens Lienig,Jan B. Freueryers of either (or both) digital and other kinds of games. Thus, university lecturers (and school teachers as well) regularly face the challenge of competing with games and other entertainment content about their students’ attention, often even during class. In this paper, we propose a concept for t
作者: 音樂(lè)會(huì)    時(shí)間: 2025-3-31 10:46
Optimal Gain Overdesign in Analog Filtersss of motor abilities. The psychosocial implications caused by changes in performance of the activities of daily living have to be considered in modern rehabilitation processes since they do influence the potential outcome. From the perspective of traditional rehabilitation it is difficult to direct
作者: 安撫    時(shí)間: 2025-3-31 13:38
Andrzej T. Rosinski,Alain Vachouxptive serious games seek to provide the patients with an individualized rehabilitation environment that meets their training needs. In this paper, a dynamic difficulty adaptation (DDA) technique is suggested. This technique focuses on the online adaptation of the game difficulty by taking into accou
作者: 意外的成功    時(shí)間: 2025-3-31 20:40
Approximations and Filter Circuits,Health. The purpose is to monitor and control the heart rate (HR) as an individual indicator of optimal training load. In the context of the Serious Game “LetterBird”, developed by KOM, a playful and yet effective physical training can be realized. In this game the flight of a pidgeon is controlled
作者: 設(shè)施    時(shí)間: 2025-3-31 23:44

作者: MURAL    時(shí)間: 2025-4-1 05:12

作者: septicemia    時(shí)間: 2025-4-1 06:28
Nyquist Analog-to-Digital Conversion, which can be obtained by matching the level of excitement to the level of arousal a participant experiences. The level of arousal should be measured at runtime to make the game adaptive to the participant’s physiological state. In this paper an experiment is presented that has as main goal to see w




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