Transactions on Edutainment IX [E-Book] / edited by Zhigeng Pan, Adrian David Cheok, Wolfgang Müller, Fotis Liarokapis.
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 storyt...
Saved in:
Full text |
|
Personal Name(s): | Pan, Zhigeng. |
Cheok, Adrian David. / Müller, Wolfgang. / Liarokapis, Fotis. | |
Imprint: |
Berlin, Heidelberg :
Springer,
2013
|
Physical Description: |
XII, 297 p. 142 illus. digital. |
Note: |
englisch Printed edition: 9783642370410 |
ISBN: |
9783642370427 |
DOI: |
10.1007/978-3-642-37042-7 |
Series Title: |
/* Depending on the record driver, $field may either be an array with
"name" and "number" keys or a flat string containing only the series
name. We should account for both cases to maximize compatibility. */?>
Lecture notes in computer science ;
7544 |
Subject (LOC): |
LEADER | 03792nam a22003495i 4500 | ||
---|---|---|---|
001 | 978-3-642-37042-7 | ||
003 | Springer | ||
008 | 130305s2013 gw | s |||| 0|eng d | ||
020 | |a 9783642370427 | ||
024 | 7 | |a 10.1007/978-3-642-37042-7 |2 doi | |
035 | |a (Sirsi) a376132 | ||
041 | |a eng | ||
082 | 0 | 4 | |a 004.16 |2 23 |
245 | 1 | 0 | |a Transactions on Edutainment IX |h [E-Book] / |c edited by Zhigeng Pan, Adrian David Cheok, Wolfgang Müller, Fotis Liarokapis. |
260 | |a Berlin, Heidelberg : |b Springer, |c 2013 |e (Springer LINK) | ||
300 | |a XII, 297 p. 142 illus. |b digital. | ||
490 | |a Lecture notes in computer science ; |v 7544 | ||
500 | |a englisch | ||
500 | |a Printed edition: 9783642370410 | ||
505 | 0 | |a 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 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. | |
520 | |a 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. | ||
650 | 0 | |a Computer science. | |
650 | 0 | |a Education. | |
700 | 1 | |a Pan, Zhigeng. | |
700 | 1 | |a Cheok, Adrian David. | |
700 | 1 | |a Müller, Wolfgang. | |
700 | 1 | |a Liarokapis, Fotis. | |
856 | 4 | 0 | |u http://dx.doi.org/10.1007/978-3-642-37042-7 |z Volltext |
915 | |a zzwFZJ2 | ||
932 | |a Computer Science (Springer-11645) | ||
596 | |a 1 | ||
949 | |a XX(376132.1) |w AUTO |c 1 |i 376132-1001 |l ELECTRONIC |m ZB |r N |s Y |t E-BOOK |u 19/4/2013 |x ZB-D |z UNKNOWN |1 ONLINE |o .STAFF. NEL |