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Titlebook: Serious Games, Interaction and Simulation; 6th International Co Carlos Vaz de Carvalho,Paula Escudeiro,António Coe Conference proceedings 2

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Automatic Extraction of Gameplay Design Expertise: An Approach Based on Semantic Annotation,g approaches based on this system. For instance, complexity of GBLS design process and problems of integrating learning outcomes with fun aspects constitute the major challenges. Therefore, novice game designer have not only to acquire specific skills and expertise but also to acquire them in an eff
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A Serious Game for Digital Skill Building Among Individuals at Risk, Promoting Employability and Soies in innovation-related sectors that are expected by policy makers to drive economic growth. Digital skills are considered among the basic and transversal competencies that are necessary in wide economic sectors and as such must be developed among individuals with diverse professional and career a
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,Sign Language Support – Adding a Gesture Library to the Leap Motion SDK,l is still a hard task that has to be accomplished each time a new system is being developed. The objective of this research work is to facilitate that endeavor by introducing a new generic software layer between the gesture capture device and the application level. This layer will provide the intro
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VirtualSign Game Evaluation,achieved through those methods. VirtualSign is a Portuguese sign language bi-directional translator with three main components. The components are a gesture to text translator, a text to gesture translator and a serious game. The serious game aims to make the process of learning sign language easier
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Towards an Ontology of Requirements for Pervasive Games Based Learning Systems: A Requirements Engi validating, reasoning and managing requirements. We propose in this paper a computation independent model (CIM) driven requirements engineering process in order to improve the development of PGBLSs. This model is based on an ontology of requirements (RO). RO addresses the development of an ontology
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