Transactions on Edutainment VIII [electronic resource] / edited by Maiga Chang, Mingmin Zhang.
Contributor(s): Chang, Maiga [editor.] | Zhang, Mingmin [editor.] | SpringerLink (Online service).
Material type: BookSeries: Transactions on Edutainment: 7220Publisher: Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2012Edition: 1st ed. 2012.Description: 280 p. 144 illus. online resource.Content type: text Media type: computer Carrier type: online resourceISBN: 9783642314391.Subject(s): Education -- Data processing | User interfaces (Computer systems) | Human-computer interaction | Image processing -- Digital techniques | Computer vision | Multimedia systems | Computer graphics | Artificial intelligence | Computers and Education | User Interfaces and Human Computer Interaction | Computer Imaging, Vision, Pattern Recognition and Graphics | Multimedia Information Systems | Computer Graphics | Artificial IntelligenceAdditional physical formats: Printed edition:: No title; Printed edition:: No titleDDC classification: 371.334 Online resources: Click here to access online In: Springer Nature eBookSummary: 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 covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This issue contains 10 outstanding contributions from the International Conference on E-Learning and Games, Edutainment 2011, as well as 14 regular papers which were partly selected from national conferences. The topics covered are game engine, using games to teach, identifying player emotion states, assessing the effects of educational games to multi-touch interaction, natural user interface, and virtual reality. Generally, the papers present a large number of examples of edutainment applications, giving more evidence on the high potential and impact of edutainment approaches.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 covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This issue contains 10 outstanding contributions from the International Conference on E-Learning and Games, Edutainment 2011, as well as 14 regular papers which were partly selected from national conferences. The topics covered are game engine, using games to teach, identifying player emotion states, assessing the effects of educational games to multi-touch interaction, natural user interface, and virtual reality. Generally, the papers present a large number of examples of edutainment applications, giving more evidence on the high potential and impact of edutainment approaches.
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