<p>E-learning and digital entertainment techniques, tools and systems are becoming popular and can be found in many real-world educational applications in many co- tries. The driving force behind these technologies is the rapidly growing requirements of edutainment, especially from the perspective o
Transactions on Edutainment I
โ Scribed by Vรญt ร isler, Cyril Brom (auth.), Zhigeng Pan, Adrian David Cheok, Wolfgang Mรผller, Abdennour El Rhalibi (eds.)
- Publisher
- Springer-Verlag Berlin Heidelberg
- Year
- 2008
- Tongue
- English
- Leaves
- 314
- Series
- Lecture Notes in Computer Science 5080
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
โฆ Synopsis
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 will cover aspects from Educational and Game Theories, Human-Computer Interaction, Computer Graphics, Artificial Intelligence, and Systems Design.
The first volume of this series contains a selection of outstanding contributions from Edutainment 2008, the 3rd International Conference on E-Learning and Games which took place in Nanjing, China, in June 2008. These papers are complemented by individual contributions from international experts in this field.
โฆ Table of Contents
Front Matter....Pages -
Designing an Educational Game: Case Study of โEurope 2045โ....Pages 1-16
Timed Automata-Based Rehabilitation Training Game Design for the Affected Lower Extremity of Hemiparetic Patient....Pages 17-27
A Haptic Virtual Environment for Molecular Chemistry Education....Pages 28-39
ARGarden: Augmented Edutainment System with a Learning Companion....Pages 40-50
Developing a Digital Game-Based Situated Learning System for Ocean Ecology....Pages 51-61
A Pen-Based 3D Role Modeling Tool for Children....Pages 62-73
A Reusable Eduventure Game Framework....Pages 74-85
Construction and Evaluation of a Robot Dance System....Pages 86-95
TMAR: Extension of a Tabletop Interface Using Mobile Augmented Reality....Pages 96-106
Interacting with Augmented Assets in Cultural Tourism....Pages 107-117
Interactive Storytelling: Approaches and Techniques to Achieve Dynamic Stories....Pages 118-134
Behavioural Reactive Agents to Define Personality Traits in the Videogame รberpong....Pages 135-149
โKiller Phrasesโ: Design Steps for a Game with Digital Role-Playing Agents....Pages 150-161
From Pencil to Magic Wand: Tangibles as Gateways to Virtual Stories....Pages 162-171
Game-Based Learning with Computers โ Learning, Simulations, and Games....Pages 172-190
Core Attributes of Interactive Computer Games and Adaptive Use for Edutainment....Pages 191-205
Interactive Media Authoring Systems....Pages 206-230
A Review of Using Virtual Reality for Learning....Pages 231-241
The Mental Vision Framework - A Platform for Teaching, Practicing and Researching with Computer Graphics and Virtual Reality....Pages 242-260
Making the Real World as a Game World to Learners by Applying Game-Based Learning Scenes into Ubiquitous Learning Environment....Pages 261-277
VR Bio X Games....Pages 278-287
Online Learning and Clinical Procedures: Rapid Development and Effective Deployment of Game-Like Interactive Simulations....Pages 288-304
Back Matter....Pages -
โฆ Subjects
User Interfaces and Human Computer Interaction; Artificial Intelligence (incl. Robotics); Information Systems Applications (incl.Internet); Multimedia Information Systems; Computer Graphics; Computers and Education
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<p><p>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
<p><P>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
<p><p>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
<p><P>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
<p><p>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