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Showing 1 - 6 of 6 matches in All Departments
Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.
A key driving factor for biometrics is the widespread national and international depl- ment of biometric systems that has been initiated in the past two years and is about to accelerate. While nearly all current biometric deployments are government-led and pr- cipally concerned with national security and border control scenarios, it is now apparent that the widespread availability of biometrics in everyday life will also spin out an ev- increasing number of (private) applications in other domains. Crucial to this vision is the management of the user's identity, which does not only imply the creation and update of a biometric template, but requires the development of instruments to properly handle all the data and operations related to the user identity. COST Action 2101 on Biometrics for Identity Documents and Smart Cards has - erated as a valuable and effective platform for close collaboration of European sci- tists from academia and industry researching biometrics for identity documents and smartcards. This has led to the continuous advances achieved in various classes of biometrics and their implementations in the identity management domain. These c- tributions to knowledge in this field were first presented at the First European Wo- shop on Biometrics and Identity Management (BioID 2008) organized in Roskilde, Denmark during May 7-9, 2008.
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 engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.
In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and identity studies.
This book constitutes the refereed proceedings of the 5th International Joint Conference of Ambient Intelligence, AmI 2014, held in Eindhoven, The Netherlands, in November 2014. The 21 revised full papers presented together with 5 short papers and 4 workshop papers were carefully reviewed and selected from 59 submissions. The papers are organized along a set of thematic tracks: ambient assisted living; internet of things; ambient play and learning; smart buildings and cities; intelligent driving; data science; smart healthcare and healing environments; ambient persuasion; and new and emerging themes.
Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.
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