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Transactions on Edutainment IV

✍ Scribed by Bing Jia, Shaochun Zhong, Tianyang Zheng, Zhiyong Liu (auth.), Zhigeng Pan, Adrian David Cheok, Wolfgang Müller, Xiaopeng Zhang, Kevin Wong (eds.)


Publisher
Springer-Verlag Berlin Heidelberg
Year
2010
Tongue
English
Leaves
286
Series
Lecture Notes in Computer Science 6250
Edition
1
Category
Library

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✦ Synopsis


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 of the users. This has led to the increasing interest of researchers in this area. The articles in this issue give a rich overview of how edutainment technologies can be creatively used for training and education purposes. The first 12 articles of this issue represent a selection of outstanding contributions from Edutainment 2010, the 5th International Conference on E-learning and Games, held in Changchun, China, in August 2010. The main purpose of this event is to faci- tate the discussion, presentation, and information exchange on the scientific and te- nological developments in the emerging field of digital entertainment techniques and systems for education. These 12 papers concentrated on three aspects: e-learning s- tem and applications, game techniques for learning, and virtual reality techniques for entertainment. They are closely related to the topics of this journal.

✦ Table of Contents


Front Matter....Pages -
The Study and Design of Adaptive Learning System Based on Fuzzy Set Theory....Pages 1-11
Modeling Personalized Learning Styles in a Web-Based Learning System....Pages 12-21
An Emotional Agent in Virtual Learning Environment....Pages 22-33
Lunar Surface Collaborative Browsing System for Science Museum Exhibitions....Pages 34-43
Towards a Structural Model for Intention to Play a Digital Educational Game....Pages 44-55
Case Study of FISS: Digital Game Based Learning for a Broad Range of Ages....Pages 56-67
Woodment: Web-Based Collaborative Multiplayer Serious Game....Pages 68-78
Learning with Virtual Reality: Its Effects on Students with Different Learning Styles....Pages 79-90
Automatic Motion Generation Based on Path Editing from Motion Capture Data....Pages 91-104
Exploration of Metaphorical and Contextual Affect Sensing in a Virtual Improvisational Drama....Pages 105-116
Synchronizable Objects in Distributed Multimedia Applications....Pages 117-129
Anisotropic Cloth Modeling for Material Fabric....Pages 130-144
A Virtual Reality Simulator Prototype for Learning and Assessing Phaco-sculpting Skills....Pages 145-156
An Augmented Reality Nanomanipulator for Learning Nanophysics: The β€œNanoLearner” Platform....Pages 157-175
Fast Prototyping of Virtual Reality Based Surgical Simulators with PhysX-enabled GPU....Pages 176-188
Dance-Based ExerGaming: User Experience Design Implications for Maximizing Health Benefits Based on Exercise Intensity and Perceived Enjoyment....Pages 189-199
Learning Ultrasound-Guided Needle Insertion Skills through an Edutainment Game....Pages 200-214
Sketch-Based 3D Face Modeling for Virtual Character....Pages 215-228
A Framework for Virtual Hand Haptic Interaction....Pages 229-240
Phone, Email and Video Interactions with Characters in an Epidemiology Game: Towards Authenticity....Pages 241-255
A Real-Time Interactive System for Facial Makeup of Peking Opera....Pages 256-265
Design of Educational Game: A Literature Review....Pages 266-276
Back Matter....Pages -

✦ Subjects


Computers and Education


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