LEADER 04430nam 22007575 450 001 996465527203316 005 20200704015817.0 010 $a3-642-31439-2 024 7 $a10.1007/978-3-642-31439-1 035 $a(CKB)3400000000085365 035 $a(SSID)ssj0000697639 035 $a(PQKBManifestationID)11438874 035 $a(PQKBTitleCode)TC0000697639 035 $a(PQKBWorkID)10708613 035 $a(PQKB)10561800 035 $a(DE-He213)978-3-642-31439-1 035 $a(MiAaPQ)EBC3069975 035 $a(PPN)168319373 035 $a(EXLCZ)993400000000085365 100 $a20120604d2012 u| 0 101 0 $aeng 135 $aurnn#008mamaa 181 $ctxt 182 $cc 183 $acr 200 10$aTransactions on Edutainment VIII$b[electronic resource] /$fedited by Maiga Chang, Mingmin Zhang 205 $a1st ed. 2012. 210 1$aBerlin, Heidelberg :$cSpringer Berlin Heidelberg :$cImprint: Springer,$d2012. 215 $a1 online resource (280 p. 144 illus.) 225 1 $aTransactions on Edutainment,$x1867-7207 ;$v7220 300 $a"... this issue represent[s] a selection of outstanding contributions from Edutainment 2011, the 6th International Conference on E-Learning and Games held in Taiwan, in September 2011". 311 $a3-642-31438-4 320 $aIncludes bibliographical references and index. 330 $aThis journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This issue contains 10 outstanding contributions from the International Conference on E-Learning and Games, Edutainment 2011, as well as 14 regular papers which were partly selected from national conferences. The topics covered are game engine, using games to teach, identifying player emotion states, assessing the effects of educational games to multi-touch interaction, natural user interface, and virtual reality. Generally, the papers present a large number of examples of edutainment applications, giving more evidence on the high potential and impact of edutainment approaches. 410 0$aTransactions on Edutainment,$x1867-7207 ;$v7220 606 $aEducation?Data processing 606 $aUser interfaces (Computer systems) 606 $aOptical data processing 606 $aMultimedia information systems 606 $aComputer graphics 606 $aArtificial intelligence 606 $aComputers and Education$3https://scigraph.springernature.com/ontologies/product-market-codes/I24032 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aComputer Imaging, Vision, Pattern Recognition and Graphics$3https://scigraph.springernature.com/ontologies/product-market-codes/I22005 606 $aMultimedia Information Systems$3https://scigraph.springernature.com/ontologies/product-market-codes/I18059 606 $aComputer Graphics$3https://scigraph.springernature.com/ontologies/product-market-codes/I22013 606 $aArtificial Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/I21000 615 0$aEducation?Data processing. 615 0$aUser interfaces (Computer systems). 615 0$aOptical data processing. 615 0$aMultimedia information systems. 615 0$aComputer graphics. 615 0$aArtificial intelligence. 615 14$aComputers and Education. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aComputer Imaging, Vision, Pattern Recognition and Graphics. 615 24$aMultimedia Information Systems. 615 24$aComputer Graphics. 615 24$aArtificial Intelligence. 676 $a374.26 702 $aChang$b Maiga$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aZhang$b Mingmin$4edt$4http://id.loc.gov/vocabulary/relators/edt 906 $aBOOK 912 $a996465527203316 996 $aTransactions on Edutainment VIII$92831376 997 $aUNISA