Transactions on Edutainment II için kapak resmi
Transactions on Edutainment II
Başlık:
Transactions on Edutainment II
ISBN:
9783642032707
Edition:
1st ed. 2009.
Yayın Bilgileri:
Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2009.
Fiziksel Tanımlama:
XII, 313 p. online resource.
Series:
Transactions on Edutainment, 5660
Contents:
Papers from GDTW 2008 -- Coordinating Heterogeneous Game-Based Learning Approaches in Online Learning Environments -- Networking Middleware and Online-Deployment Mechanisms for Java-Based Games -- A Testbed for P2P Gaming Using Time Warp -- How to Steer Characters in Group Games -- Time-Based Personalised Mobile Game Downloading -- Papers from Cyberworlds 2008 -- Adopting Virtual Characters in Virtual Systems from the Perspective of Communication Studies -- Teaching Me Softly: Experiences and Reflections on Informal Educational Game Design -- Visual Haptic-Based Biomolecular Docking and Its Applications in E-Learning -- Exploring Movie Recommendation System Using Cultural Metadata -- Virtual and Augmented Reality Tools for Teleoperation: Improving Distant Immersion and Perception -- HES-SPATO: An Online History Educational System Based on SCORM -- Regular Papers -- Pyvox 2: An Audio Game Accessible to Visually Impaired People Playable without Visual Nor Verbal Instructions -- Design Tools for Online Educational Games: Concept and Application -- Earth and Planetary System Science Game Engine -- A XML Tree Based Leveled Filtering Method and Its Application -- Fostering Students' Participation in Face-to-Face Interactions and Deepening Their Understanding by Integrating Personal and Shared Spaces -- Make Learning Fun with Programming Contests -- KEI-Time Traveler: A Virtual Time Machine with Mobile Phones for Learning Local History -- A 3D Campus on the Internet - A Networked Mixed Reality Environment -- Photo Realistic 3D Cartoon Face Modeling Based on Active Shape Model.
Abstract:
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 second volume in this series contains a selection of outstanding contributions from GDTW 2008, the 6th International Conference in Game Design and Technology, which took place in the UK, in November 2008, and Cyberworlds 2008, held in Hangzhou, China, in September 2008. These papers are complemented by contributions from international experts in this field.
Added Author:
Dil:
English