LEADER 07734nam 22008535 450 001 996465943903316 005 20200701033951.0 010 $a3-642-23834-3 024 7 $a10.1007/978-3-642-23834-5 035 $a(CKB)3360000000365776 035 $a(SSID)ssj0000666349 035 $a(PQKBManifestationID)11402359 035 $a(PQKBTitleCode)TC0000666349 035 $a(PQKBWorkID)10673365 035 $a(PQKB)11509653 035 $a(DE-He213)978-3-642-23834-5 035 $a(MiAaPQ)EBC6302578 035 $a(MiAaPQ)EBC5592476 035 $a(Au-PeEL)EBL5592476 035 $a(OCoLC)1066186224 035 $z(PPN)204533368 035 $a(PPN)159084806 035 $a(EXLCZ)993360000000365776 100 $a20120217d2011 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt 182 $cc 183 $acr 200 10$aSerious Games Development and Applications$b[electronic resource] $eSecond International Conference, SGDA 2011, Lisbon, Portugal, September 19-20, 2011, Proceedings /$fedited by Minhua Ma, Manuel Fradinho Oliveira, Joao Madeiras Pereira 205 $a1st ed. 2011. 210 1$aBerlin, Heidelberg :$cSpringer Berlin Heidelberg :$cImprint: Springer,$d2011. 215 $a1 online resource (X, 147 p. 50 illus., 33 illus. in color.) 225 1 $aImage Processing, Computer Vision, Pattern Recognition, and Graphics ;$v6944 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a3-642-23833-5 320 $aIncludes bibliographical references and index. 327 $aIntro -- Title -- Preface -- Organization -- Table of Contents -- Gaze-Dependent Depth-of-Field Effect Rendering in Virtual Environments -- Introduction -- Eye Tracking Technologies for Virtual Reality Applications -- Depth-of-Field Rendering in Virtual Environments -- Gaze-Dependent Depth-of-Field Rendering -- Experimental Evaluation -- Participants -- Stimuli -- Experimental Procedure -- Results -- Discussion -- Conclusions and Future Work -- References -- Personalized Storytelling for Educational Computer Games -- Introduction -- Interactive Storytelling in Educational Settings -- An Adaptive, Educational Story Model -- Conclusions -- References -- Impact of the Feeling of Knowledge Explicitness in the Learners' Participation and Performance in a Collaborative Game Based Learning Activity -- Introduction -- Collaborative Learning -- Collaborative GBL -- Challenges of Collaborative GBL -- Knowledge Group Awareness Support in Collaborative GBL -- Description of the Collaborative KGA Tools -- Research Questions and Hypotheses -- Method -- General Research Design -- Game Design -- Game Play -- Methodology -- Participants -- Results -- Discussion -- References -- Virtual Location-Based Indoor Guide -- Introduction -- Previous Work -- Methodology -- 3D Environment Application -- Calibration -- Localization -- Alternative Data Sources -- Results -- Conclusions and Future Work -- References -- What Can Bits Teach about Leadership: A Study of the Application of Variation Theory in Serious Games -- Introduction -- Method -- Procedure -- Learning Assessment -- Post-Study Interviews -- Materials -- vLeader -- Activity Sheets -- Written Assessment Test -- Results -- Student Involvement -- Written Assessment -- In-Depth Interviews -- Discussion and Conclusion -- References -- Serious Game for Introductory Programming -- Introduction -- Related Works. 327 $aThe Mechanics -- Project Specification -- Proposed Core Mechanics -- The Implementation -- Server Package -- Client Package -- DOMjudge Package -- Tools Used -- Conclusions and Future Work -- References -- Game Design Evaluation Study for Student Integration -- Introduction -- Related Work -- Game Concept - Ideas and Requirements -- Game Concept - Design -- Proposed Game Levels -- Evaluation -- Conclusions and Future Work -- References -- Towards a Serious Game for Portuguese Learning -- Introduction -- REAP.PT -- Serious Gaming for Language Learning -- Our Approach -- Game Plan -- TARGET Platform -- Architecture -- Exercise Description -- Conclusions and Future Work -- References -- Serious Games: Are They Part of the Solution in the Domain of Cognitive Rehabilitation? -- Introduction -- Serious Games: Is What Is Beautiful, Good? -- Our Contribution: Attempting to Take Part of the Solution -- CARP-VR Architecture -- CARP-VR Player -- CARP-VR Editor -- Database -- Rehabilitation Environments -- Usability Testing -- Study 1 -- Study 2 -- Study 3 -- Conclusion -- References -- A Cloud Observational Learning System of Art Education via E-Learning in Taiwan -- Introduction -- Observational Learning -- Cloud Computing -- Painting Expression Ability -- Methodology -- Results and Discussion -- System Design -- Learning Performance -- References -- The Use of Integrative Framework to Support the Development of Competences -- Introduction -- Integrative Framework -- Knowledge Ecology -- Experience Management -- Cognitive Management -- Threshold Concepts -- Social Learning Communities -- TARGET Platform Overview -- The Duality of Individual and Social Learning -- The TARGET Learning Process -- Conclusions -- References -- A SUNNY DAY: Ann and Ron's World an iPad Application for Children with Autism -- Introduction -- Initial Research. 327 $aStage 1 of Investigation -- Stage 2 of Investigation -- Stage 3 of Investigation -- Game Concept -- Comparison of Applications for Autism -- Design Test -- Summary of Project -- References -- Ordsall Hall in Manchester: A Creative Game for Heritage Studies -- Motivation -- Serious, Educational or Creative? -- Knowledge Space -- References -- Author Index. 330 $aThis book constitutes the refereed proceedings of the Second International Conference on Serious Games Development and Applications, SGDA 2011, held in Lisbon, Portugal, in September 2011. 410 0$aImage Processing, Computer Vision, Pattern Recognition, and Graphics ;$v6944 606 $aComputer graphics 606 $aOptical data processing 606 $aArtificial intelligence 606 $aEducation?Data processing 606 $aApplication software 606 $aComputer Graphics$3https://scigraph.springernature.com/ontologies/product-market-codes/I22013 606 $aImage Processing and Computer Vision$3https://scigraph.springernature.com/ontologies/product-market-codes/I22021 606 $aArtificial Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/I21000 606 $aComputers and Education$3https://scigraph.springernature.com/ontologies/product-market-codes/I24032 606 $aInformation Systems Applications (incl. Internet)$3https://scigraph.springernature.com/ontologies/product-market-codes/I18040 615 0$aComputer graphics. 615 0$aOptical data processing. 615 0$aArtificial intelligence. 615 0$aEducation?Data processing. 615 0$aApplication software. 615 14$aComputer Graphics. 615 24$aImage Processing and Computer Vision. 615 24$aArtificial Intelligence. 615 24$aComputers and Education. 615 24$aInformation Systems Applications (incl. Internet). 676 $a006.7 702 $aMa$b Minhua$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aFradinho Oliveira$b Manuel$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aMadeiras Pereira$b Joao$4edt$4http://id.loc.gov/vocabulary/relators/edt 712 12$aSGDA 2011 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a996465943903316 996 $aSerious Games Development and Applications$92829951 997 $aUNISA LEADER 02665nam 2200637Ia 450 001 9910970811803321 005 20251116175911.0 010 $a1-135-94565-9 010 $a1-280-05376-3 010 $a0-203-50842-4 035 $a(CKB)1000000000252196 035 $a(EBL)182820 035 $a(OCoLC)56565455 035 $a(SSID)ssj0000304241 035 $a(PQKBManifestationID)11265579 035 $a(PQKBTitleCode)TC0000304241 035 $a(PQKBWorkID)10277551 035 $a(PQKB)11602707 035 $a(MiAaPQ)EBC182820 035 $a(Au-PeEL)EBL182820 035 $a(CaPaEBR)ebr10098925 035 $a(CaONFJC)MIL5376 035 $a(EXLCZ)991000000000252196 100 $a20021104d2003 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aNew culture in a new world $ethe May Fourth movement and the Chinese diaspora in Singapore, 1919-1932 /$fDavid L. Kenley 210 $aNew York $cRoutledge$d2003 215 $a1 online resource (244 p.) 225 1 $aEast Asia : history, politics, sociology, culture 300 $aDescription based upon print version of record. 311 08$a0-203-60357-5 311 08$a0-415-94425-2 320 $aIncludes bibliographical references (p. 203-219) and index. 327 $aBook Cover; Title; Contents; List of Tables; Preface and Acknowledgments; A Note on Romanization Styles; INTRODUCTION; THE SINGAPORE CHINESE ON THE EVE OF THE NEW CULTURE MOVEMENT; AN ERA OF PROTESTS, BOYCOTTS, AND DEMONSTRATIONS; NEWSPAPERS OF THE NEW CULTURE MOVEMENT; THE SEARCH FOR ENLIGHTENMENT; SAVING THE NATION FROM AGGRESSION AND IMPERIALISM; INDEPENDENCE AND THE DIASPORA CONTEXT; CONCLUSION; Glossary; Bibliography; Index 330 $aAnalyzes the New Culture Movement from a diaspora perspective, namely that of the overseas Chinese in Singapore who had to imagine themselves as part of the Chinese nation before they could fully participate in the movement. 410 0$aEast Asia (New York, N.Y.) 517 3 $aMay Fourth Movement and the Chinese diaspora in Singapore, 1919-1932 606 $aChinese$zSingapore$xIntellectual life$y20th century 606 $aSingaporean newspapers 607 $aChina$xHistory$yMay Fourth movement, 1919 615 0$aChinese$xIntellectual life 615 0$aSingaporean newspapers. 676 $a959.57/004951 676 $a959.57004951 700 $aKenley$b David L.$f1968-$0995805 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910970811803321 996 $aNew culture in a new world$94486846 997 $aUNINA