Transactions on Edutainment III
Springer Berlin (Verlag)
978-3-642-11244-7 (ISBN)
Engaging Kids with the Concept of Sustainability Using a Commercial Video Game - A Case Study.- Engaging Kids with the Concept of Sustainability Using a Commercial Video Game - A Case Study.- Doing It Right: Combining Edutainment Format Development and Research.- Edutainment Robotics as Learning Tool.- SoundTag: RFID Based Wearable Computer Play Tool for Children.- A Comparison between Drill-Based and Game-Based Typing Software.- Widget-Based Simulator for Testing Smart Space.- Entertaining Education - Using Games-Based and Service-Oriented Learning to Improve STEM Education.- Learning English through Serious Games - Reflections on Teacher and Learner Performance.- Motivational Factors in Educational MMORPGs: Some Implications for Education.- A Distributed Multi-agent Architecture in Simulation Based Medical Training.- Designing a Trading Card Game as Educational Reward System to Improve Students' Learning Motivations.- Sketch Learning Environment with Diagnosis and Drawing Guidance from Rough Form to Detailed Contour Form.- Regular Papers.- Application of Visualization in Virtual Endoscopy System.- Design and Implementation of Virtual Museum Based on Web3D.- Large Area Interactive Browsing for High Resolution Digitized Dunhuang Murals.- Research of Autonomous Active Control for Virtual Human Based on Emotion-Driven Model.- An XML-Based Interface Customization Model in Digital Museum.- Animation as an Aid for Higher Education Computing Teaching.- Bringing Integrated Multimedia Content into Virtual Reality Environments.- Virtual Reality House for Rehabilitation of Aphasic Clients.- Investigating the Effects of Educational Game with Wii Remote on Outcomes of Learning.- Using Computer Games for Youth Development.
Erscheint lt. Verlag | 20.1.2010 |
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Reihe/Serie | Lecture Notes in Computer Science | Transactions on Edutainment |
Mitarbeit |
Chef-Herausgeber: Zhigeng Pan, Adrian David Cheok, Wolfgang Müller |
Zusatzinfo | X, 275 p. |
Verlagsort | Berlin |
Sprache | englisch |
Maße | 155 x 235 mm |
Gewicht | 445 g |
Themenwelt | Mathematik / Informatik ► Informatik ► Betriebssysteme / Server |
Informatik ► Software Entwicklung ► User Interfaces (HCI) | |
Schlagworte | 3D Interaction • Animation • Artificial Intelligence • augmented reality • Authoring • cognitive strategies • Computer Games • Computer Graphics • context-awareness • digital museum • Distribution • drawing • Educational Games • edutainment robotics • Game-based Learning • Game Design • gesture recognition • Hardcover, Softcover / Informatik, EDV/Betriebssysteme, Benutzeroberflächen • high resolution images • Human-Computer Interaction (HCI) • immersive environments • intellectual skill • interactive storytelling • learning • Learning environment • LEGO • Medical Training • Motivation • Multi-agent • natural interaction • painting • Path Planning • precise navigation • RFID • RFID (Radio Frequency Identificatio) • Serious Games • Simulation • sustainability • Teaching • virtual human • virtual learning environments • Virtual Reality • wearable devicesr • XML |
ISBN-10 | 3-642-11244-7 / 3642112447 |
ISBN-13 | 978-3-642-11244-7 / 9783642112447 |
Zustand | Neuware |
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