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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 SCOPUS, Google Scholar, The DBLP Computer Science Bibliography, Semantic Scholar, Engineering Index (EI) and Web of Science / Conference Proceedings Citation Index.


Special session proposals are accepted until:

December 18, 2020


If you wish to propose a new Special Session please kindly fill out and submit this Expression of Interest form.

SPECIAL SESSIONS LIST

TEG 2021Special Session on Technology, Elderly & Games
Chair(s): Sandra Baldassarri, Cesar Collazos, Eva Cerezo and Jesús Gallardo Casero

Special Session on Technology, Elderly & Games - TEG 2021

Paper Submission: February 18, 2021
Authors Notification: March 10, 2021
Camera Ready and Registration: March 18, 2021


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
 
Jesús Gallardo Casero
Universidad de 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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