Transactions on Edutainment I (Lecture Notes in Computer Science, 5080)
โ Scribed by Zhigeng Pan; Abdennour El Rhalibi; Adrian David Cheok; Wolfgang Mรผller
- Tongue
- English
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No coin nor oath required. For personal study only.
โฆ Table of Contents
Title Page
Preface
Organization
Table of Contents
Designing an Educational Game:Case Study of โEurope 2045โ
Introduction
Key Findings on Game-Based Learning
Designing Europe 2045
Game Description
Development Framework
Collaboration and Multi-user Environment
Simulation and Educational Content
Virtual Storytelling
Educational Framing: Learning Context
Role of the Teacher
Conclusions
References
Timed Automata-Based Rehabilitation Training GameDesign for the Affected Lower Extremity of HemipareticPatient
Introduction
Related Work
Rehabilitation Training System
Dynamic and Isometric Training
Real Time Software Modeling Tool
System Configuration
Training Generator
Terminology Based on Timed Automata
Refined TUS Generator
Modeling and Simulation with UPPAAL
Rehabilitation Training Game
Experimental Results
Correlation with Previous Physical Trainings
The Number of Training Methods
Conclusion and Future Work
References
A Haptic Virtual Environment for Molecular Chemistry Education
Introduction
Background
Overview of Haptic Virtual Learning Systems
SPIDAR-G Haptic Device and Usability Evaluation
Haptic Virtual Learning System for Intermolecular
Discussion and Conclusions
References
ARGarden: Augmented Edutainment System with a Learning Companion
Introduction
ARGarden: Augmented Edutainment System
Interactive Gardening Environment
A Learning Companion
Implementation
Interaction Metaphor
A Learning Companionโs Expression
Evaluation
Demonstration
Observation
Conclusion and Future Work
References
Developing a Digital Game-Based Situated Learning System for Ocean Ecology
Introduction
Literature Review
Digital Game-Based Learning
Designing of Digital Game-Based Learning
The Digital Game-Based Situated E-Learning System
Overview
Game Structure
Conclusions
References
A Pen-Based 3D Role Modeling Tool for Children
Introduction
Related Work
Design of 3D Role Modeling Tool for Children
Pen-Based Interface
Sketch-Based Modeling
Role Template
Creation Process of Role
Implementation of the Role Modeling Tool
Framework of the Tool
System Process
An Example
Informal Evaluation
Conclusion and Future Work
References
A Reusable Eduventure Game Framework
Introduction
Conceptual Eduventure Framework -- A Tool for Eduventure Game Design
The Conceptual Eduventure Framework
Cross-Platform Reusability
A Tool for Eduventure Game Design
A Tool for Regulating the Balance between Instruction and Entertainment
The TorqueScript Eduventure Framework
Torque Game Engine
Modification and Extension in TGE
A Reusable TorqueScript Eduventure Framework
A Case Study: ``Adventure Journey of Computer"
Background of Our Eduventure Project
Development of Our Eduventure Project
Future Works
Conclusions
Construction and Evaluation of a Robot Dance System
Introduction
Dance Entertainment and Robots
Entertainment
Dance Robot
Dance Robot System
Basic Concept
Dance Genre
Dance Unit
Concatenation of Dance Units
Realization of Robot Dance Motion
System Architecture
System Development and Evaluation
Humanoid Robot
Development of Dance Unit Database
Evaluation of Robot Dancing
Conclusion
References
TMAR: Extension of a Tabletop Interface Using Mobile Augmented Reality
Introduction
ARTable [13]
Tabletop Mobile AR SYSTEM
System Overview
Table Interface
The Mobile AR Interface
Common Space
Implementation
System Setup
TMAR System
Urban Planning Application
User Study
Conclusion and Future Work
References
Interacting with Augmented Assets in Cultural Tourism
Introduction
State of the Art
The PRISMA Project
Technical Description of the Prototype
Components of the Prototype
Performance of the Prototype
Assesment of the Prototype in the Real Scenario
Conclusions
References
Interactive Storytelling: Approaches and Techniques to Achieve Dynamic Stories
Introduction
Planning Based Interactive Storytelling
Emotions Controlled Interactive Storytelling
Modelling Emotions
Motivations and Social Relationships
Cooperation between Characters
Emotional NPC and Interactive Storytelling
Discussion and Future Direction
Conclusions
References
Behavioural Reactive Agents to Define Personality Traits in the Videogame รberpong
Introduction
Related Work
Creatures
Black and White
F.E.A.R (First Encounter Assault Recon)
Unreal Tournament
Sims
AI to Produce Personality Traits
Background
Behavioural Reactive Agents
Behavioural Reactive Agents for รberpong
Implementation
User Studies
Method
Results
Conclusion and Future Work
References
โKiller Phrasesโ: Design Steps for a Game with Digital Role-Playing Agents
Introduction: Conversations with Digital Characters
Related Work
Design Steps
Initial Considerations
The Process of Finding a Model for Emergent Dialogues
Reducing the Complexity of the Model
Learning Game Design
Implementation / Authoring and Design of the Dialogues
Tuning and Testing
A First Evaluation of the Game
Advantages of Using the Virtual Actors in This Scenario
Disadvantages of Using Virtual Actors
Conclusion
References
From Pencil to Magic Wand: Tangibles as Gateways to Virtual Stories
Introduction
Modes and Modalities for Interactivity
Virtual Make Believe: Breaking the Fourth Wall with Tangibles
Physicality and Naturality
Physicality, Attachment and Emotions
Physicality for Direct Control or Influence
Physicality and Interaction: Getting the Right Balance
Conclusions
Game-Based Learning with Computers โ Learning, Simulations, and Games
Introduction
Game-Based X and Games
Game-Based X
Is It a Game?
Computer Science Aspects of Games: Properties and Simulations
Properties of (Computer-) Games
Simulation in Computer Games
Learning, Motivation, and Transfer
Learning or Playing?
Examples
Magic of Motivation
Magic of Transfer
Conclusion: Drawing Connections -- Game-Based Learning
Core Attributes of Interactive Computer Games and Adaptive Use for Edutainment
Introduction
Interactive Games in Education
Computer Game Design and Adaptive Use for Edutainment
Capturing Learnerโs Interest
Anchoring Content to Reality
Creating Learner Puzzlement
Providing Generous Choices
Focusing on the Flow
Encouraging Collaboration
Promoting Creativity
Conclusion
References
Interactive Media Authoring Systems
Introduction
Design Consideration
Browser Compatibility
Server-Side Technology
Client-Side Technology
KooBits System
KooBits System Overview
Login System Design
KooBits Workspace Design
Client-Side Application: KooBits Editor
Server-Side Application: KooBits Publisher
WEB 2.0 Media Publisher
Web 2.0 Slides Show
Communication Modules
Future Development
Conclusion
A Review of Using Virtual Reality for Learning
Introduction
Definition and Types of VR
Application of VR in Educational Settings
Non-immersive VR Applications
Immersive VR Applications
Reviews of Theoretical Model
Instructional Design Theoretical Framework
Conclusions
References
The Mental Vision Framework - A Platform for Teaching, Practicing and Researching with Computer Graphics and Virtual Reality
Introduction
Related Work
Open and Closed Source 3D Graphics Engines
Educational Frameworks
Mental Vision Platform
MVisio 3D Graphics Engine
Pedagogical and Corollary Tools
Implementation
System Architecture
Technical Details
Cases of Study
Mental Vision for Education During the Lessons
Mental Vision for Practical Works
Mental Vision for Research and Prove of Concept
Conclusions and Future Work
Making the Real World as a Game World to Learners by Applying Game-Based Learning Scenes into Ubiquitous Learning Environment
Scenario
Introduction
Research Backgrounds
Ubiquitous Learning and Game-Based Learning
Knowledge Structure
Learning Path
Learner Profiles
Scene Analysis
Scene Definitions
Relations between Scenes and Personalized Context-Awareness Knowledge Structure
Game-Based Measurement with Learning Scenes
Scenes Construction and Switching
Scenes Construction
Scenes Switching Principles
Complete Example
Game-Based Learning in Museum
Scenario
Individual Learning Path in Museum
Conclusions
References
VR Bio X Games
Introduction
VR Games-To-Teach Solution
Three-Dimensionality
Integration
Immersion and Presence
Game Design for VR Games-To-Teach
Interactivity
Content
Graphics Modeling and Visualization
Interface
Bio Learning Through VR Gaming
Motivation
Learning Goals
Structure of the Game
Protein Roller Coaster Game
Bio Motor-Biking Games
System Architecture
Conclusion
Results and Evaluation
Challenges
Curiosity and Imagination
Future Work
References
Online Learning and Clinical Procedures: Rapid Development and Effective Deployment of Game-Like Interactive Simulations
Introduction
The Design and Implementation Methodology
Creation of the Storyboard
Planning Student Tracking and Assessment
Implementation of the Storyboard
Implementation of the Assessment Plan
Gathering and Integrating the Art Assets
Deployment as Part of a Training Program
Case Study: Implementing a Simulation of the CVC Insertion Protocol
Creation of the Storyboard: Description of the CVC Game
Planning Student Tracking and Assessment
Implementation of the Storyboard
Implementation of the Tracking and Assessment Plan
Gathering and Integrating the Art Assets
Deployment as Part of the Training Program
Discussion
Development Costs
Educational Value
Integration with the Existing E-Learning Infrastructure
Final Remarks
References
Author Index
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