Subconscious Learning via Games and Social Media
This book provides a detailed update on the applications of Serious Games in Healthcare and Education sector. In short, it provides an all rounded research and industry updates about the current and future advances in this area.These are the two sectors t
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Olga Sourina David Wortley Seongdong Kim Editors
Subconscious Learning via Games and Social Media
Gaming Media and Social Effects Editor-in-chief Henry Been-Lirn Duh, Hobart, Australia Series editor Anton Nijholt, Enschede, The Netherlands
More information about this series at http://www.springer.com/series/11864
Olga Sourina · David Wortley Seongdong Kim Editors
Subconscious Learning via Games and Social Media
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Editors Olga Sourina Fraunhofer IDM@NTU Nanyang Technological University Singapore Singapore
Seongdong Kim Euiwangshi, Kyonggi-do Korea, Republic of (South Korea)
David Wortley Immersive Technology Strategies Leicester UK
ISSN 2197-9685 ISSN 2197-9693 (electronic) Gaming Media and Social Effects ISBN 978-981-287-407-8 ISBN 978-981-287-408-5 (eBook) DOI 10.1007/978-981-287-408-5 Library of Congress Control Number: 2015933833 Springer Singapore Heidelberg New York Dordrecht London © Springer Science+Business Media Singapore 2015 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. Printed on acid-free paper Springer Science+Business Media Singapore Pte Ltd. is part of Springer Science+Business Media (www.springer.com)
Contents
A Evaluation of 3D Character Reflectance and Realistic Implementation for FPS Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Seongdong Kim, Seongah Chin, Jaemoon Lee and Teresa Cho Play It Safe; A Situational Game for Occupational Safety. . . . . . . . . . . . . 11 Bard O. Wartena, Derek A. Kuipers and Hylke W. van Dijk Capacity Building in Water with Serious Games. . . . . . . . . . . . . . . . . . . . . 27 Chengzi Chew, Gareth James Lloyd and Eske Knudsen The Future of Immersive Technologies and Serious Games. . . . . . . . . . . . 45 David Wortley User-Generated Character Behaviors in Educational Games . . . . . . . . . . 57 Harri Ketamo Can We Play with ADHD? An Alternative Game-Based Treatment for Inattentive Symptoms in Attention-Deficit/Hyperactivity Disorder. . . . . . . . . . . . . . . . . .
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