International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers
549pagine
20 ore di lettura
The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.
This textbook introduces the fundamentals of serious games, which are distinct from traditional entertainment-focused computer games. It targets undergraduate and graduate students from various disciplines interested in serious games, as well as prospective developers seeking to understand the unique aspects of serious game design and development. Additionally, it serves prospective users of serious game technologies, equipping them with the knowledge to evaluate the benefits and limitations of serious games in areas like game-based learning, training, and health applications.
To accommodate its diverse readership, the book is designed for flexible use. All readers should start with Chapter 1, which lays the groundwork in terminology and concepts. The subsequent eleven chapters explore various aspects of serious games, including design and authoring processes, runtime contexts, effects and evaluation methods, and practical applications, including economic considerations and distribution. The final chapter features over 30 examples of serious games, illustrating their characteristics and practical uses. Lecturers can choose chapters that best fit their courses, with suggestions for topics like “Introduction to Serious Games,” “Serious Game Design,” and “Game-based Learning.”
Information and communication technology is crucial in shaping our future living environments, particularly in enhancing private spaces. It holds the potential to improve comfort and address essential needs, especially for the elderly in an aging society. Ambient assisted living aims to support seniors in their homes through innovative systems characterized by self-integration. This principle, alongside self-organization, self-configuration, and other self-management properties, is vital for managing complex autonomous systems. Future living spaces will thrive on algorithms and systems that ensure secure, transparent communication between technology and residents. Achieving this requires expertise across various computer science disciplines, including embedded systems, telecommunications, and artificial intelligence.
To tackle these challenges, the SENSYBLE (Self-Integrating Systems for Better Living Environments) doctoral college was established as a collaborative research initiative between the Computer Science and Mathematics department at Goethe-University and the RheinMain University of Applied Sciences. Funded by the Hessisches Ministerium für Wissenschaft und Kunst, it aims to enhance living environments through interdisciplinary research. The 2010 Workshop on Self-Integrating Systems for Better Living Environments, held in Wiesbaden, gathered researchers to discuss self-organization, informational self-determination,
Das Lehrbuch vermittelt die theoretischen und praktischen Grundlagen, die benötigt werden, um Virtual- und Augmented-Reality-Systeme (VR/AR) eigenständig zu realisieren oder zu erweitern. Es dient Studierenden als anschauliche Begleitlektüre zu Lehrveranstaltungen, die VR/AR thematisieren, u. a. in den Fächern Informatik, Medien oder Natur- und Ingenieurwissenschaften. Durch seinen modularen Aufbau eignet sich der Band auch für das Selbststudium und kann darüber hinaus als Nachschlagewerk verwendet werden.