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_aGrand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030 _h[electronic resource] : _bFirst Forum, GranDGamesBR 2020, Recife, Brazil, November 7-10, 2020, and Second Forum, GranDGamesBR 2021, Gramado, Brazil, October 18–21, 2021, Revised Selected Papers / _cedited by Rodrigo Pereira dos Santos, Marcelo da Silva Hounsell. |
250 | _a1st ed. 2023. | ||
264 | 1 |
_aCham : _bSpringer Nature Switzerland : _bImprint: Springer, _c2023. |
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300 |
_aX, 275 p. 49 illus., 28 illus. in color. _bonline resource. |
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490 | 1 |
_aCommunications in Computer and Information Science, _x1865-0937 ; _v1702 |
|
505 | 0 | _aChallenges in Evaluating Players’ Interaction with Digital Games -- The pursuit of fun in digital games: From the sandpit to the console and beyond -- Business Model for Indie Studios in Game Software Ecosystems -- Games as Mediating Platforms in an Open and Digital World -- Balancing Game Elements, Learning, and Emotions in Game Design -- Enhancing Students’ Learning Experience through Gamification: Perspectives and Challenges -- Ethics and Games, ethical games and ethics in game -- Challenges for XR in Games -- Stimulation of the Executive Functions Mediated by Digital Games: Current Challenges in the School Context -- Perceptual Analysis of Computer Graphics Characters in Digital Entertainment -- Nine Challenges for Immersive Entertainment -- Strategies to Promote Stakeholders’ Autonomy while Creating Educational Digital Games. | |
520 | _aThis book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process. | ||
650 | 0 | _aDatabase management. | |
650 | 0 | _aArtificial intelligence. | |
650 | 0 |
_aImage processing _xDigital techniques. |
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650 | 0 | _aComputer vision. | |
650 | 0 | _aComputer engineering. | |
650 | 0 | _aComputer networks . | |
650 | 1 | 4 | _aDatabase Management System. |
650 | 2 | 4 | _aArtificial Intelligence. |
650 | 2 | 4 | _aComputer Imaging, Vision, Pattern Recognition and Graphics. |
650 | 2 | 4 | _aComputer Engineering and Networks. |
700 | 1 |
_aSantos, Rodrigo Pereira dos. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
|
700 | 1 |
_aHounsell, Marcelo da Silva. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
|
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773 | 0 | _tSpringer Nature eBook | |
776 | 0 | 8 |
_iPrinted edition: _z9783031276385 |
776 | 0 | 8 |
_iPrinted edition: _z9783031276408 |
830 | 0 |
_aCommunications in Computer and Information Science, _x1865-0937 ; _v1702 |
|
856 | 4 | 0 | _uhttps://doi.org/10.1007/978-3-031-27639-2 |
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