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[null,null,"Titolo",null,"E-Learning and Games : 11th International Conference, Edutainment 2017, Bournemouth, UK, June 26–28, 2017, Revised Selected Papers / / edited by Feng Tian, Christos Gatzidis, Abdennour El Rhalibi, Wen Tang, Fred Charles"]
[null,null,"Pubbl/distr/stampa",null,"Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017"]
[null,null,"ISBN",null,"3-319-65849-2"]
[null,null,"Edizione",null,"[1st ed. 2017.]"]
[null,null,"Descrizione fisica",null,"1 online resource (XIV, 308 p. 180 illus.)"]
[null,null,"Collana",null,"Information Systems and Applications, incl. Internet/Web, and HCI, , 2946-1642 ; ; 10345"]
[null,null,"Disciplina",null,"371.337"]
[null,null,"Soggetti",null,"Microcomputers"]
[{"$nulls":4},"Education - Data processing"]
[{"$nulls":4},"User interfaces (Computer systems)"]
[{"$nulls":4},"Human-computer interaction"]
[{"$nulls":4},"Application software"]
[{"$nulls":4},"Computer graphics"]
[{"$nulls":4},"Personal Computing"]
[{"$nulls":4},"Computers and Education"]
[{"$nulls":4},"User Interfaces and Human Computer Interaction"]
[{"$nulls":4},"Computer and Information Systems Applications"]
[{"$nulls":4},"Computer Graphics"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Nota di bibliografia","Includes bibliographical references and index."]
[null,null,"Nota di contenuto",null,"Virtual Reality and Augmented Reality in Edutainment -- Gamification for Serious Game and Training -- Graphics, Imaging and Applications -- E-Learning and Game."]
[null,null,null,"Sommario/riassunto","This book constitutes the refereed proceedings of the 11th International Conference on E-Learning and Games, Edutainment 2017, held in Bournemouth, United Kingdom, in June 2017. The 19 fulland 17 short papers presented were carefully reviewed and selected from 47 submissions. They are organized in the following topical sections: Virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; E-learning and game."]