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Special Sessions

Special sessions are very small and specialized events to be held during the conference as a set of oral and poster presentations that are highly specialized in some particular theme or consisting of the works of some particular international project. The goal of special sessions (minimum 4 papers; maximum 9) is to provide a focused discussion on innovative topics. All accepted papers will be published in a special section of the conference proceedings book, under an ISBN reference, and on digital support. All papers presented at the conference venue will be available at the SCITEPRESS Digital Library. SCITEPRESS is a member of CrossRef and every paper is given a DOI (Digital Object Identifier). The proceedings are submitted for indexation by Thomson Reuters Conference Proceedings Citation Index (ISI), DBLP, EI (Elsevier Engineering Village Index), Scopus, Semantic Scholar and Google Scholar.


SPECIAL SESSIONS LIST

TEG 2020Special Session on Technology, Elderly & Games
Chair(s): Sandra Baldassarri, Cesar Collazos and Eva Cerezo

Special Session on Technology, Elderly & Games - TEG 2020

Paper Submission: March 10, 2020 (expired)
Authors Notification: March 17, 2020 (expired)
Camera Ready and Registration: March 30, 2020 (expired)


Co-chairs

Sandra Baldassarri
University of Zaragoza
Spain
e-mail
 
Cesar Collazos
Universidad del Cauca
Colombia
e-mail
 
Eva Cerezo
University of Zaragoza
Spain
e-mail
 
Scope

TEG is an interdisciplinary research area focuses in the development and use of digital games and technology for improving the quality of life of elderly people. Older people represent a growing proportion of the world population and they often suffer from social isolation and digital exclusion. In line with other transformations produced by the incorporation of ICTs, there is a need to develop applications for older adults, incorporating them into the digital culture and promoting their active aging. Games and entertainment systems have been demonstrated to give beneficial effects for the user, at physical and cognitive level, fostering physical and intellectual activity of adults through playful experiences.





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