04257nam 22007095 450 991029970330332120200705013641.03-319-14645-910.1007/978-3-319-14645-4(CKB)3710000000356801(EBL)1974080(SSID)ssj0001452092(PQKBManifestationID)11889956(PQKBTitleCode)TC0001452092(PQKBWorkID)11479312(PQKB)11471058(DE-He213)978-3-319-14645-4(MiAaPQ)EBC1974080(PPN)258859032(PPN)184499127(EXLCZ)99371000000035680120150211d2015 u| 0engur|n|---|||||txtccrFusion of Smart, Multimedia and Computer Gaming Technologies Research, Systems and Perspectives /edited by Dharmendra Sharma, Margarita Favorskaya, Lakhmi C. Jain, Robert J. Howlett1st ed. 2015.Cham :Springer International Publishing :Imprint: Springer,2015.1 online resource (214 p.)Intelligent Systems Reference Library,1868-4394 ;84Description based upon print version of record.3-319-14644-0 Includes bibliographical references.Advances in Smart, Multimedia and Computer Gaming Technologies -- Smart Gamification and Smart Serious Games -- Fusion of Secure IPsec-based Virtual Private Network, Mobile Computing and Rich Multimedia Technology -- Teaching and Promoting Smart Internet of Things Solutions Using the Serious-Game Approach -- Evaluation of Student Knowledge Using an e-Learning Framework -- The iTEC Eduteka -- 3D Virtual Worlds as a Fusion of Immersing, Visualizing, Recording and Replaying Technologies -- Fusion of Multimedia and Mobile Technology in Audioguides for Museums and Exhibitions.  This monograph book is focused on the recent advances in smart, multimedia and computer gaming technologies. The Contributions include:   ·         Smart Gamification and Smart Serious Games. ·         Fusion of secure IPsec-based Virtual Private Network, mobile computing and rich multimedia technology. ·         Teaching and Promoting Smart Internet of Things Solutions Using the Serious-game Approach. ·         Evaluation of Student Knowledge using an e-Learning Framework. ·         The iTEC Eduteka. ·         3D Virtual Worlds as a Fusion of Immersing, Visualizing, Recording, and Replaying Technologies. ·         Fusion of multimedia and mobile technology in audioguides for Museums and Exhibitions: from Bluetooth Push to Web Pull. The book is directed to researchers, students and software developers working in the areas of education and information technologies.  .Intelligent Systems Reference Library,1868-4394 ;84Computational intelligenceArtificial intelligenceMultimedia systems Computational Intelligencehttps://scigraph.springernature.com/ontologies/product-market-codes/T11014Artificial Intelligencehttps://scigraph.springernature.com/ontologies/product-market-codes/I21000Media Designhttps://scigraph.springernature.com/ontologies/product-market-codes/I25004Computational intelligence.Artificial intelligence.Multimedia systems .Computational Intelligence.Artificial Intelligence.Media Design.794.81526Sharma Dharmendraedthttp://id.loc.gov/vocabulary/relators/edtFavorskaya Margaritaedthttp://id.loc.gov/vocabulary/relators/edtJain Lakhmi Cedthttp://id.loc.gov/vocabulary/relators/edtHowlett Robert Jedthttp://id.loc.gov/vocabulary/relators/edtMiAaPQMiAaPQMiAaPQBOOK9910299703303321Fusion of Smart, Multimedia and Computer Gaming Technologies1465860UNINA