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Serious Games Development and Applications: Proceedings of the Fourth International Conference on Serious Games Development and Applications (SGDA 2013)

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Cover of 'Serious Games Development and Applications: Proceedings of the Fourth International Conference on Serious Games Development and Applications (SGDA 2013)'

Table of Contents

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    Book Overview
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    Chapter 1 Emotion Recognition for Mobile Devices with a Potential Use in Serious Games for Autism Spectrum Disorder
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    Chapter 2 Dementia Games: A Literature Review of Dementia-Related Serious Games
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    Chapter 3 Training Adapted to Alzheimer Patients for Reducing Daily Activities Errors and Cognitive Decline
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    Chapter 4 SimClinic - An Auxiliary Tool for Evaluation on Clinical Case Settings
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    Chapter 5 A Kinect-Based System for Cardiopulmonary Resuscitation Simulation: A Pilot Study
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    Chapter 6 Towards a Serious Game for Trauma Treatment
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    Chapter 7 Game Design for All: The Example of Hammer and Planks
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    Chapter 8 Learning by Playing and Learning by Making
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    Chapter 9 The Table Mystery: An Augmented Reality Collaborative Game for Chemistry Education
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    Chapter 10 Enhancing the Reading Experience through User-Generated Serious Games on the MyGame-4u Platform
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    Chapter 11 Work Safety and Health Games-Based Learning
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    Chapter 12 Learning Efficacy of the ‘Hazard Recognition’ Serious Game
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    Chapter 13 Serious Gaming in Manufacturing Education
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    Chapter 14 The Rake and the X
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    Chapter 15 The Ambience Table: A Serious Gaming Interface for Aiding Sound Design
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    Chapter 16 Supporting Crisis Training with a Mobile Game System
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    Chapter 17 Serious Game for Quantum Research
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    Chapter 18 The Evaluation of Serious Games Supporting Creativity through Student Labs
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    Chapter 19 HiNTHunt – A Pervasive Game to Support and Encourage Desired Activities for New Students
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    Chapter 20 Serious Game Modules for Entertainment Games
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    Chapter 21 Serious Games Integration in an Entrepreneurship Massive Online Open Course (MOOC)
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    Chapter 22 Simulating Ability: Representing Skills in Games
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    Chapter 23 Design for Transfer
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    Chapter 24 Designing Well with Others
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    Chapter 25 Serious Games Development and Applications
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    Chapter 26 Exploiting Psychological Needs to Increase Motivation for Learning
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    Chapter 27 Towards Effective Evaluation of Serious Games in Relation to Educational Objectives
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    Chapter 28 Using Learning Games to Meet Learning Objectives
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    Chapter 29 Cognitive Maps of Serious Games: An Exploratory Approach of Learners’ Representations
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    Chapter 30 A Serious Game for the Learning of Vibrotactile Feedbacks Presented under the Foot: How Many and How Fast?
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    Chapter 31 Idle Motion Synthesis of Human Head and Face in Virtual Reality Environment
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    Chapter 32 Serious Games in a European Policy Context
Attention for Chapter 4: SimClinic - An Auxiliary Tool for Evaluation on Clinical Case Settings
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Citations

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Chapter title
SimClinic - An Auxiliary Tool for Evaluation on Clinical Case Settings
Chapter number 4
Book title
Serious Games Development and Applications
Published by
Springer, Berlin, Heidelberg, September 2013
DOI 10.1007/978-3-642-40790-1_4
Book ISBNs
978-3-64-240789-5, 978-3-64-240790-1
Authors

Francisco Raposo, Guilherme Santos, João Pereira, Raposo, Francisco, Santos, Guilherme, Pereira, João

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 7 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 2 29%
Unknown 5 71%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 2 29%
Researcher 2 29%
Student > Bachelor 1 14%
Student > Master 1 14%
Student > Doctoral Student 1 14%
Other 0 0%
Readers by discipline Count As %
Computer Science 3 43%
Arts and Humanities 1 14%
Psychology 1 14%
Medicine and Dentistry 1 14%
Engineering 1 14%
Other 0 0%