Academic literature on the topic 'Ubiquitous game'

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Journal articles on the topic "Ubiquitous game"

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Bennis, Lamyae, and Said Amali. "From Learning Game to Adaptive Ubiquitous Game Based Learning." International Journal of Emerging Technologies in Learning (iJET) 14, no. 16 (2019): 55. http://dx.doi.org/10.3991/ijet.v14i16.10701.

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Mobile Learning (also known as m-learning) and game based learning (GBL) are two important elements in Technology-Enhanced Learning. By using mobile technology and benefiting from their features we can provide a pervasive learning without being restricted by time and space (Learning anywhere and anytime). GBL over the last decade has played an important role in increasing the motivation of the learner player through the integration of gamification into the learner’s learning process. The combination of the two elements gave birth to a new concept of educational system called Ubiquitous Learnin
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Chang, Wen-Chih, Te-Hua Wang, Freya H. Lin, and Hsuan-Che Yang. "Game-Based Learning with Ubiquitous Technologies." IEEE Internet Computing 13, no. 4 (2009): 26–33. http://dx.doi.org/10.1109/mic.2009.81.

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Headon, Robert, and Rupert Curwen. "Movement Awareness for Ubiquitous Game Control." Personal and Ubiquitous Computing 6, no. 5-6 (2002): 407–15. http://dx.doi.org/10.1007/s007790200045.

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Al Osman, Hussein, Haiwei Dong, and Abdulmotaleb El Saddik. "Ubiquitous Biofeedback Serious Game for Stress Management." IEEE Access 4 (2016): 1274–86. http://dx.doi.org/10.1109/access.2016.2548980.

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Römer, Kay, and Svetlana Domnitcheva. "Smart Playing Cards: A Ubiquitous Computing Game." Personal and Ubiquitous Computing 6, no. 5-6 (2002): 371–77. http://dx.doi.org/10.1007/s007790200042.

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Kin, Jonathan Hiew Yin, Maizatul Hayati Mohamad Yatim, Tan Wee Hoe, and Wong Yoke Seng. "Developing a game-based learning assessment framework towards ubiquitous computational thinking among undergraduate students." Journal of ICT in Education 8, no. 4 (2021): 130–44. http://dx.doi.org/10.37134/jictie.vol8.sp.2.13.2021.

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This article discusses on a working study from a research on the usage of a game-based learning assessment framework as a standard guideline to assess undergraduate students' understanding and performance towards ubiquitous computational thinking properly. The objective of this research is to construct an appropriate game-based learning assessment framework to learn ubiquitous computational thinking and to determine the importance of the game-based learning approach. The methods in conducting this research study are a mixed method research with Delphi methodology approach. The game-based learn
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Chang, Yi Hsing, and Bei Sien Lin. "A ubiquitous system supporting game-based inquiry learning." International Journal of Mobile Communications 10, no. 2 (2012): 190. http://dx.doi.org/10.1504/ijmc.2012.045673.

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Lee, Sangjae, and Chun fu Quan. "Factors affecting Chinese Ubiquitous Game Service usage intention." International Journal of Mobile Communications 11, no. 2 (2013): 194. http://dx.doi.org/10.1504/ijmc.2013.052641.

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Wang, Shaojung Sharon, and Chih-Ting Hsieh. "Ubiquitous Pokémon Go: Human–Environment Relationships and the Location-Based Augmented Reality Game." Environment and Behavior 52, no. 7 (2018): 695–725. http://dx.doi.org/10.1177/0013916518817878.

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This study explores the complexity of the connection between Pokémon Go play experience and players’ affection toward their physical surroundings from the environmental psychology and the media entertainment perspectives. The survey results of a stratified sample of 1,088 respondents showed that four dimensions of perceived realism—simulational realism, freedom of choice, integrated presence, and perceptual pervasiveness—positively influenced game enjoyment. Co-presence positively predicted game enjoyment while perceived crowding was negatively related to game enjoyment. Game involvement parti
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Mangiron, Carme. "Game on! Burning issues in game localisation." Journal of Audiovisual Translation 1, no. 1 (2018): 122–38. http://dx.doi.org/10.47476/jat.v1i1.48.

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Game localisation is a type of audiovisual translation that has gradually been gathering scholarly attention since the mid-2000s, mainly due to the increasing and ubiquitous presence of video games in the digital society and the gaming industry's need to localise content in order to access global markets. This paper will focus on burning issues in this field, that is, issues that require specific attention, from an industry and/or an academic perspective. These include the position of game localisation within the wider translation studies framework, the relationship between game localisation a
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Dissertations / Theses on the topic "Ubiquitous game"

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Sasmaz, Yunus. "Extending the limits of Weatherlings: a ubiquitous, educational, multiplayer, web-based game for mobile and desktop platforms." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61514.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student-submitted PDF version of thesis.<br>Includes bibliographical references (p. 105).<br>UbiqGames is a project that aims to create ubiquitous, educational, multi-player games. Built under UbiqGames framework, Weatherlings is a web-based educational game, which allows players to collaborate in a networked virt
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Al, Osman Hussein. "Ubiquitous Biofeedback Multimedia Systems." Thesis, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/31229.

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Human wellbeing, in a large component, relies on the harmony between the body and the mind. Unfortunately, we often miss or ignore important signals from our bodies, and sometimes this can negatively impact our health. Therefore, the use of intelligent systems that grasp such signals and convey them in an intuitive manner to our minds can result in great health benefits. In this Thesis, we introduce a family of multimedia technologies and techniques aimed at realizing such systems. We call them: Ubiquitous Biofeedback Multimedia Systems. Although the notion of clinical biofeedback has been aro
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Lander, Christian [Verfasser], and Antonio [Akademischer Betreuer] Krüger. "Ubiquitous Head-Mounted Gaze Tracking / Christian Lander ; Betreuer: Antonio Krüger." Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2018. http://d-nb.info/1178423417/34.

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Lander, Christian Verfasser], and Antonio [Akademischer Betreuer] [Krüger. "Ubiquitous Head-Mounted Gaze Tracking / Christian Lander ; Betreuer: Antonio Krüger." Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2018. http://nbn-resolving.de/urn:nbn:de:bsz:291--ds-277208.

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Willis, Karl D. D. "Ubiquitous Projection: New Interfaces using Mobile Projectors." Research Showcase @ CMU, 2013. http://repository.cmu.edu/dissertations/216.

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The miniaturization of projection technology has enabled a new class of lightweight mobile devices with embedded projectors. Projection engines as small as a postage stamp are currently being embedded in thousands of mobile devices. Mobile projector-based devices differ in very fundamental ways from the display-based devices we commonly use. Mobile projectors can be carried with the user and project imagery into almost any space, projected content is visible to multiple users and supports social interaction, physical objects and surfaces can be augmented with projected content, and embedded pr
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Sá, Kévin Cardoso de. "CCMUG : a model for the development of mobile and ubiquitous games focused on chronic diseases." Universidade do Vale do Rio dos Sinos, 2018. http://www.repositorio.jesuita.org.br/handle/UNISINOS/7005.

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Submitted by JOSIANE SANTOS DE OLIVEIRA (josianeso) on 2018-04-20T12:48:24Z No. of bitstreams: 1 Kévin Cardoso de Sá_.pdf: 3208171 bytes, checksum: dfc5ea787aaa256079d1f84d750608ff (MD5)<br>Made available in DSpace on 2018-04-20T12:48:24Z (GMT). No. of bitstreams: 1 Kévin Cardoso de Sá_.pdf: 3208171 bytes, checksum: dfc5ea787aaa256079d1f84d750608ff (MD5) Previous issue date: 2018-02-27<br>CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>Chronic diseases are the main cause of mortality in the last few decades, accounting for 59% of all deaths in the world. It is poss
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Ciman, Matteo. "Smartphones as ubiquitous devices for behavior analysis and better lifestyle promotion." Doctoral thesis, Università degli studi di Padova, 2016. http://hdl.handle.net/11577/3424364.

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Ubiquitous Computing, the third computing era, has taken into people' life a huge amount of invisible and pervasive devices, i.e., smartphones, tablets, sensors, etc. Considering their pervasiveness and their presence in people' everyday life, in the last few years research focused its attention on how it is possible to use smartphones to improve people' life. In particular, nowadays smartphones are equipped with an ample set of different sensors, i.e., accelerometer, barometer, light sensor, etc., that can constantly acquire data from the surrounding environment of the user, or about his/h
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Gkouskos, Antonis. "A Comparison of Interface Approaches for Immersive Pervasive Games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20571.

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The aim of this thesis is to compare two different interface approaches for pervasive gameswith a focus on immersion. We designed and created two small pervasive games and implemented bothon two different platforms; smartphone and wearable device. We created four pervasive gameprototypes which we tested with a group of fourteen testers. We subsequently conducted interviewsusing the Repertory Grid Technique. The findings suggest that our testers appreciated wearable devicesmore than smartphones in the context of immersion, while they identified characteristics theyassociated with each platform;
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Konzal, Adalbert Woitek. "Entertainment architecture : constructing a framework for the creation of an emerging transmedia form." Thesis, Queensland University of Technology, 2011. https://eprints.qut.edu.au/50489/1/Adalbert_Konzal_Thesis.pdf.

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This thesis investigates the radically uncertain formal, business, and industrial environment of current entertainment creators. It researches how a novel communication technology, the Internet, leads to novel entertainment forms, how these lead to novel kinds of businesses that lead to novel industries; and in what way established entertainment forms, businesses, and industries are part of that process. This last aspect is addressed by focusing on one exemplary es-tablished form: movies. Using a transdisciplinary approach and a combination of historical analysis, industry interviews, and an
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Gama, Rodrigo Farias. "Uso de jogos digitais como artefatos para o ensino de função do primeiro e segundo graus." Universidade Federal de Pelotas, 2016. http://repositorio.ufpel.edu.br:8080/handle/prefix/3625.

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Submitted by Kenia Bernini (kenia.bernini@ufpel.edu.br) on 2017-07-10T19:54:48Z No. of bitstreams: 3 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Rodrigo_Farias_Gama_Dissertação.pdf: 5435129 bytes, checksum: 14901528187c4737e907f03ab649fea6 (MD5) Rodrigo_Farias_Gama_Produto.pdf: 1831322 bytes, checksum: 263f8f04d6de665d3706b48d121287db (MD5)<br>Approved for entry into archive by Aline Batista (alinehb.ufpel@gmail.com) on 2017-07-11T20:18:17Z (GMT) No. of bitstreams: 3 Rodrigo_Farias_Gama_Dissertação.pdf: 5435129 bytes, checksum: 14901528187c4737e907f03ab649fea6 (
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Books on the topic "Ubiquitous game"

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La Hera, Teresa, Jeroen Jansz, Joost Raessens, and Ben Schouten, eds. Persuasive Gaming in Context. Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463728805.

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The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasive games', that is, gaming practices that combine the dissemination of information with attempts to en
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Montola, Markus. Pervasive games: Theory and design. Elsevier/Morgan Kaufmann, 2009.

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Montola, Markus. Pervasive games: Theory and design. Elsevier/Morgan Kaufmann, 2009.

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Jaakko, Stenros, and Wærn Annika 1960-, eds. Pervasive games: Theory and design. Elsevier/Morgan Kaufmann, 2009.

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Bereković, Mladen. Architecture of Computing Systems - ARCS 2011: 24th International Conference, Como, Italy, February 24-25, 2011. Proceedings. Springer Berlin Heidelberg, 2011.

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Friedenthal, Andrew J. Retcon Game. University Press of Mississippi, 2017. http://dx.doi.org/10.14325/mississippi/9781496811325.001.0001.

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This book argues that the narrative/world-building technique known as retroactive continuity, often overlooked by literary scholars and media historians alike, has become a naturalized and ubiquitous part of popular culture. A careful look at the history of retroactive continuity–or retconning– reveals how its growing acceptance as a part of popular narratives has led to a complex, complicated understanding of the ways in which history and story can interact, ultimately creating a cultural atmosphere that is increasingly accepting of revisionist historical narratives. This can be seen most pot
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Guins, Raiford. Atari Design. Bloomsbury Publishing Plc, 2020. http://dx.doi.org/10.5040/9781474284561.

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Drawing from deep archival research and extensive interviews, Atari Design is a rich, historical study of how Atari’s industrial and graphic designers contributed to the development of the coin-op cabinet. Innovative game design played a key role in the growth of Atari – from Pong to Asteroids and beyond – but fun, challenging, and exciting game play was not unique to the famous Silicon Valley company. What set it apart from its competitors was innovation in cabinet design. Atari did not just make games, it designed products for environments. With “tasteful packaging”, Atari exceeded tradition
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Goodridge, Michelle, and Matthew J. Rohweder. Librarian’s Guide to Games and Gamers. ABC-CLIO, LLC, 2021. http://dx.doi.org/10.5040/9798400678769.

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Helps librarians who are not themselves seasoned gamers to better understand the plethora of gaming products available and how they might appeal to library users. As games grow ever-more ubiquitous in our culture and communities, they have become popular staples in public library collections and are increasing in prominence in academic ones. Many librarians, especially those who are not themselves gamers or are only acquainted with a handful of games, are ill-prepared to successfully advise patrons who use games. This book provides the tools to help adult and youth services librarians to bette
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Finley, Laura L., ed. Violence in Popular Culture. ABC-CLIO, LLC, 2018. http://dx.doi.org/10.5040/9798216032458.

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A comprehensive resource, this book reviews current and historical examples of violence in film, television, radio, music, music videos, video games, and novels. Despite decades of attention and various attempts to enact legislation that limits violence in American popular culture, it remains ubiquitous across films, television, radio, music, music videos, video games, and popular fiction. Studies have shown that programs marketed to children are often remarkably violent and that viewing or otherwise consuming such violence has numerous negative effects on children's psychological health. This
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Montola, Markus, Jaakko Stenros, and Annika Waern. Pervasive Games: Theory and Design. Taylor & Francis Group, 2009.

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Book chapters on the topic "Ubiquitous game"

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Gharam, Maroua, and Noureddine Boudriga. "Cell Selection Game in 5G Heterogeneous Networks." In Ubiquitous Networking. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-02849-7_3.

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Karouit, Abdelillah, Majed Haddad, Eitan Altman, and Moulay Abdellatif Lmater. "Routing Game on the Line: The Case of Multi-players." In Ubiquitous Networking. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-68179-5_2.

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Bénech, Pierre, Valérie Emin, Jana Trgalova, and Eric Sanchez. "Role-Playing Game for the Osteopathic Diagnosis." In Towards Ubiquitous Learning. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23985-4_45.

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Larabi, Youness, Khalil Ibrahimi, and Nabil Benamar. "A New Data Forwarding Scheme for DTNs Based on Coalition Game." In Ubiquitous Networking. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-68179-5_11.

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Jioudi, Bassma, Essaid Sabir, Fouad Moutaouakkil, and Hicham Medromi. "A Congestion Game Analysis for Route-Parking Selection with Dynamic Pricing Policies." In Ubiquitous Networking. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58008-7_14.

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El Houssaini, Mohammed-Alamine, Abdessadek Aaroud, Ali El Hore, and Jalel Ben-Othman. "A Game Theoretic Approach Against the Greedy Behavior in MAC IEEE 802.11." In Ubiquitous Networking. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-68179-5_4.

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Punyawee, Anunpattana, Chetprayoon Panumate, and Hiroyuki Iida. "Finding Comfortable Settings of Snake Game Using Game Refinement Measurement." In Advances in Computer Science and Ubiquitous Computing. Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-3023-9_11.

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Schmitz, Birgit, Roland Klemke, Michael Totschnig, André Czauderna, and Marcus Specht. "Transferring an Outcome-Oriented Learning Architecture to an IT Learning Game." In Towards Ubiquitous Learning. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23985-4_43.

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Pardo, Diego, Òscar Franco, Joan Sàez-Pons, Amara Andrés, and Cecilio Angulo. "Human - Humanoid Robot Interaction: The 20Q Game." In Ubiquitous Computing and Ambient Intelligence. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-35377-2_27.

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Baek, Jonghun, Ik-Jin Jang, KeeHyun Park, Hyun-Soo Kang, and Byoung-Ju Yun. "Human Computer Interaction for the Accelerometer-Based Mobile Game." In Embedded and Ubiquitous Computing. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11802167_52.

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Conference papers on the topic "Ubiquitous game"

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Yuan, Xueqi, Yanfen Li, Fei Qi, Weiliang Xie, Peiyu Li, and Wei Li. "Game Theoretic Spectrum Sharing for Energy-Efficient 6G Ubiquitous IoT Networks." In 2023 International Conference on Information Processing and Network Provisioning (ICIPNP). IEEE, 2023. https://doi.org/10.1109/icipnp62754.2023.00103.

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Sayari, Amal, Slim Rekhis, and Ali Mabrouk. "A Game-Theoretic Approach with Decoy Qubits for Quantum Superdense Coding Security." In 2024 International Conference on Ubiquitous Networking (UNet). IEEE, 2024. https://doi.org/10.1109/unet62310.2024.10794739.

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Hassan, Yomna M. I., and Amal Aboulhassan. "A Framework for Adaptive Game Play and Adversary Creation Based on Gamer Behavioral Analysis and Large Language (LLM) Models." In 2024 International Mobile, Intelligent, and Ubiquitous Computing Conference (MIUCC). IEEE, 2024. https://doi.org/10.1109/miucc62295.2024.10783644.

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Kang, Choongwon, and Jang Hyun Kim. "User Satisfaction Forecasting in Game-Based Educational Technology through Transformer Models." In 2025 19th International Conference on Ubiquitous Information Management and Communication (IMCOM). IEEE, 2025. https://doi.org/10.1109/imcom64595.2025.10857533.

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Jakarbet, Ujwal Pai, Arshan Ali Khan, Suhas S. P, Savithramma R. M, and Ashwini B. P. "Comparative Analysis of Various Game Theory Algorithms for CPU and GPU Resource Allocation." In 2024 4th International Conference on Ubiquitous Computing and Intelligent Information Systems (ICUIS). IEEE, 2024. https://doi.org/10.1109/icuis64676.2024.10866186.

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Farias, Flávio M. de, Eyre Montevecchi, José Raphael Bokehi, Rosimere F. Santana, and Débora Christina Muchaluat-Saade. "An Immersive Memory Game as a Cognitive Exercise for Elderly Users." In Life Improvement in Quality by Ubiquitous Experiences Workshop. Brazilian Computing Society, 2022. http://dx.doi.org/10.5753/lique.2022.19997.

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In the healthcare field, games and gamification have been applied as tools to support traditional treatments for dementia, anxiety, and depression. Immersive environments using Virtual Reality (VR) can help elderly users be more focused on the tasks to be done, enhancing their memory skills. This paper proposes a new cognitive exercise called Memo-VR, which combines VR technology with interaction techniques, such as scanning and virtualizing the user’s hands, to play a memory game. Memo-VR was evaluated with a group of elderly users who gave positive feedback about the game.
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Marchiori, Eugenio J., Javier Torrente, Angel del Blanco, Ivan Martinez-Ortiz, and Baltasar Fernandez-Manjon. "Extending a game authoring tool for ubiquitous education." In 2010 3rd IEEE International Conference on Ubi-Media Computing (U-Media 2010). IEEE, 2010. http://dx.doi.org/10.1109/umedia.2010.5544476.

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Peixoto, Henrique de Oliveira, Guilherme Brun Moraes, Eunice P. dos Santos Nunes, Luciana Correia L. F. Borges, and Kamila Rios da Hora Rodrigues. "Requirements Gathering for the Development of a Game for Therapy Sessions with Autistic Children to Encourage Social Communication." In Life Improvement in Quality by Ubiquitous Experiences Workshop. Brazilian Computing Society, 2022. http://dx.doi.org/10.5753/lique.2022.19996.

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Children with Autism Spectrum Disorder (ASD) are very sensitive to social situations and have difficulties interacting with their peers. In order to mitigate this difficulty, therapeutic treatment is often used. Games, which can be used for many different purposes, can also be used as an Assistive Technology (AT) in the therapy process, in order to encourage social communication and collaboration, which are very important skills in daily life. A Systematic Review (SR) was conducted using two research questions to gather more information about the theme. In parallel, a survey was applied to sup
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Chen, Jui-Hung, Timothy K. Shih, and Jui-Yi Chen. "To develop the ubiquitous adventure RPG (role play game) game-based learning system." In 2012 IEEE International Conference on Systems, Man and Cybernetics - SMC. IEEE, 2012. http://dx.doi.org/10.1109/icsmc.2012.6378247.

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Youwei Yuan, Shiyu Wang, and Lamei Yan. "Dynamics of random access game in Collaborative Ubiquitous Environments." In 2010 2nd Conference on Environmental Science and Information Application Technology (ESIAT). IEEE, 2010. http://dx.doi.org/10.1109/esiat.2010.5567350.

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