2015
DOI: 10.1007/978-3-319-14645-4_1
|View full text |Cite
|
Sign up to set email alerts
|

Abstract: The chapter summarizes the contents of this book highlighting recent advances in smart systems, multimedia, and serious gaming technologies through a fusion of these approaches. Such fusion is a nascent area that potentially can hybridize the features and advantages of the relevant areas, and, as a result, provide users with advanced and enhanced functionality and features, which currently does not exist.

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1

Citation Types

1
2
0

Year Published

2015
2015
2023
2023

Publication Types

Select...
4
1
1

Relationship

0
6

Authors

Journals

citations
Cited by 7 publications
(3 citation statements)
references
References 17 publications
1
2
0
Order By: Relevance
“…Learners with restricted online access are at a significant difficulty compared to learners who have unrestricted online access (18) . The results were also in agreement with Astri (19) who stated that access to technology is one of the most significant elements affecting student satisfaction. Also, Fernández-Pascual et al (20) mentioned that the important factors that explain satisfaction of students are technology, gender and residence.…”
Section: Discussionsupporting
confidence: 90%
“…Learners with restricted online access are at a significant difficulty compared to learners who have unrestricted online access (18) . The results were also in agreement with Astri (19) who stated that access to technology is one of the most significant elements affecting student satisfaction. Also, Fernández-Pascual et al (20) mentioned that the important factors that explain satisfaction of students are technology, gender and residence.…”
Section: Discussionsupporting
confidence: 90%
“…Research is helping bridge the gap between sensors and games. In 2015, Favorskaya et al [29] presented their book into smart serious games. The idea behind the term is games that incorporate the benefits of the Internet of Things (IoT) with the applications of serious games.…”
Section: The Internet Of Things and Gamesmentioning
confidence: 99%
“…During the last decade, we are witnesses to anenormous growth in the field of computertraining systems, which allow anintegration of multimedia, serious gaming,and smart technologies in different areas such as education or health [1]. Such techniques utilize recent advances in virtual reality (VR) and augmented reality (AR) to form three-dimensional (3D) virtual models with avatars, which increase the usability of these platforms.…”
Section: Introductionmentioning
confidence: 99%