Transactions on Edutainment I
Springer Berlin (Verlag)
978-3-540-69737-4 (ISBN)
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of Edutainment, such as Game-based Learning and Serious Games, Interactive Storytelling, Virtual Learning Environments, VR-based Education, and related fields. It will cover aspects from Educational and Game Theories, Human-Computer Interaction, Computer Graphics, Artificial Intelligence, and Systems Design.
The first volume of this series contains a selection of outstanding contributions from Edutainment 2008, the 3rd International Conference on E-Learning and Games which took place in Nanjing, China, in June 2008. These papers are complemented by individual contributions from international experts in this field.
Papers from Edutainment 2008.- Designing an Educational Game: Case Study of 'Europe 2045'.- Timed Automata-Based Rehabilitation Training Game Design for the Affected Lower Extremity of Hemiparetic Patient.- A Haptic Virtual Environment for Molecular Chemistry Education.- ARGarden: Augmented Edutainment System with a Learning Companion.- Developing a Digital Game-Based Situated Learning System for Ocean Ecology.- A Pen-Based 3D Role Modeling Tool for Children.- A Reusable Eduventure Game Framework.- Construction and Evaluation of a Robot Dance System.- TMAR: Extension of a Tabletop Interface Using Mobile Augmented Reality.- Interacting with Augmented Assets in Cultural Tourism.- Interactive Storytelling: Approaches and Techniques to Achieve Dynamic Stories.- Behavioural Reactive Agents to Define Personality Traits in the Videogame Überpong.- Regular Papers.- 'Killer Phrases': Design Steps for a Game with Digital Role-Playing Agents.- From Pencil to Magic Wand: Tangibles as Gateways to Virtual Stories.- Game-Based Learning with Computers - Learning, Simulations, and Games.- Core Attributes of Interactive Computer Games and Adaptive Use for Edutainment.- Interactive Media Authoring Systems.- A Review of Using Virtual Reality for Learning.- The Mental Vision Framework - A Platform for Teaching, Practicing and Researching with Computer Graphics and Virtual Reality.- Making the Real World as a Game World to Learners by Applying Game-Based Learning Scenes into Ubiquitous Learning Environment.- VR Bio X Games.- Online Learning and Clinical Procedures: Rapid Development and Effective Deployment of Game-Like Interactive Simulations.
Erscheint lt. Verlag | 12.6.2008 |
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Reihe/Serie | Lecture Notes in Computer Science | Transactions on Edutainment |
Mitarbeit |
Chef-Herausgeber: Zhigeng Pan, Adrian David Cheok, Wolfgang Müller |
Zusatzinfo | X, 305 p. |
Verlagsort | Berlin |
Sprache | englisch |
Maße | 155 x 235 mm |
Gewicht | 498 g |
Themenwelt | Mathematik / Informatik ► Informatik ► Betriebssysteme / Server |
Sozialwissenschaften ► Kommunikation / Medien ► Buchhandel / Bibliothekswesen | |
Schlagworte | 3D Interaction • adventure game • Animation • Artificial Intelligence • augmented reality • Authoring • Computer Games • Computer Graphics • dance generation • digital agents • educational entertainment • Educational Games • Edutainment • E-Learning • Game-based Learning • Game Design • game-like simulations • gesture recognition • Hardcover, Softcover / Informatik, EDV/Betriebssysteme, Benutzeroberflächen • HC/Informatik, EDV/Betriebssysteme, Benutzeroberflächen • Human-Computer interaction • Human-Computer Interaction (HCI) • humanoid robot • immersive environments • interactive games • interactive storytelling • learning • Mobile Interaction • Motion Capture • multimedia management • nonlinear path • pervasive learning • Planning • simulation game • Storytelling • Text-to-Speech • timed automata • ubiquitous learning • virtual learning environments • Virtual Reality |
ISBN-10 | 3-540-69737-3 / 3540697373 |
ISBN-13 | 978-3-540-69737-4 / 9783540697374 |
Zustand | Neuware |
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