Interactivity, Game Creation, Design, Learning, and Innovation
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This book constitutes the proceedings of two conferences: The 6th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2017) and the Second International Conference on Design, Learning and Innovation (DLI 2017). The event was hosted in Heraklion, Crete, Greece, in October 2017 and attracted 65 submissions from which 50 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.…mehr

Produktbeschreibung
This book constitutes the proceedings of two conferences: The 6th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2017) and the Second International Conference on Design, Learning and Innovation (DLI 2017). The event was hosted in Heraklion, Crete, Greece, in October 2017 and attracted 65 submissions from which 50 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.
  • Produktdetails
  • Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engi .2
  • Verlag: Springer / Springer International Publishing / Springer, Berlin
  • Artikelnr. des Verlages: 978-3-319-76907-3
  • 1st ed. 2018
  • Seitenzahl: 548
  • Erscheinungstermin: 7. März 2018
  • Englisch
  • Abmessung: 235mm x 155mm x 29mm
  • Gewicht: 820g
  • ISBN-13: 9783319769073
  • ISBN-10: 3319769073
  • Artikelnr.: 50867694
Inhaltsangabe
Arts, design and technology.- Interactivity.- Interaction design.- Virtual reality.- Augmented reality.- Game creation.- Serious games.- Gamification.- Leisure gaming.- GamePlay.- Big data.- Applications and interfaces for mobile devices.- Audio art and design.- Digital literacy.- Simulation and gaming.- Current uses and emergent trends in DGBL.- Game-based learning and digital competence.- Digital games in e-learning environments.- Practical guides to engaging with digital games for learning.