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Record Nr. |
UNISA996465598203316 |
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Titolo |
Transactions on Edutainment IX [[electronic resource] /] / edited by Zhigeng Pan, Adrian David Cheok, Wolfgang Mueller, Fotis Liarokapis |
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Pubbl/distr/stampa |
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Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2013 |
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ISBN |
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Edizione |
[1st ed. 2013.] |
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Descrizione fisica |
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1 online resource (XII, 297 p. 142 illus.) |
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Collana |
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Transactions on Edutainment, , 1867-7207 ; ; 7544 |
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Disciplina |
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Soggetti |
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Personal computers |
Computers and civilization |
Education—Data processing |
User interfaces (Computer systems) |
Personal Computing |
Computers and Society |
Computers and Education |
User Interfaces and Human Computer Interaction |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Bibliographic Level Mode of Issuance: Monograph |
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Nota di contenuto |
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The Periodic Table of Elements via an XNA-Powered Serious Game -- Digital Storytelling within Virtual Environments: “The Battle of Thermopylae” -- Games on Prescription! Evaluation of the Elinor Console for Home-Based Stroke Rehabilitation -- An Analysis of the Potential to Utilize Virtual Worlds to Enhance Edutainment and Improve the Wellbeing of the Ageing Population -- Course Lectures as Problem-Based Learning Interventions in Virtual Worlds -- Virtual Customers in a Multiagent Training Application -- Game Based Early Programming Education: The More You Play, the More You Learn -- Story Guided Virtual Environments in Educational Applications -- Rendering Technology of 3D Digital Chinese Ink-Wash Landscape Paintings Based on Maya -- Effects of RPG on Middle School Players’ Intrapersonal Intelligence -- Implementation of Lushan Virtual Digital Plant Museum -- Pedestrian Detection Based on Kernel Discriminative Sparse Representation -- The Design and Implementation of Computer-Aided |
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Chinese Medicated Diet System -- Music-Driven Emotion Model Applied in Digitalized Dance Performance of Sacrificial Ceremony for Confucius -- Real-Time Rendering Framework in the Virtual Home Design System -- Multiple-Cue-Based Visual Object Contour Tracking with Incremental Learning -- Building Virtual Entertainment Environment with Tiled Display Wall and Motion Tracking -- A Calibration Method for Removing the Effect of Infrared Camera Self-radiance on the Accuracy of Temperature Measurement -- Enjoying of Traditional Chinese Shadow Play – A Cross-Culture Study -- A Patch-Based Data Reorganization Method for Coupling Large-Scale Simulations and Parallel Visualization -- The Boom and Bust and Boom of Educational Games. |
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Sommario/riassunto |
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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 covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This issue contains a special section on serious games with 8 outstanding contributions from the VS-Games 2011 conference; furthermore, there are 13 regular papers. These contributions clearly demonstrate the use of serious games and virtual worlds for edutainment applications and form a basis for further exploration and new ideas. |
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