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130626 ||| eng |
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|a 9783642370427
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100 |
1 |
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|a Pan, Zhigeng
|e [editor]
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245 |
0 |
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|a Transactions on Edutainment IX
|h Elektronische Ressource
|c edited by Zhigeng Pan, Adrian David Cheok, Wolfgang Mueller, Fotis Liarokapis
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250 |
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|a 1st ed. 2013
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260 |
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|a Berlin, Heidelberg
|b Springer Berlin Heidelberg
|c 2013, 2013
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300 |
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|a XII, 297 p. 142 illus
|b online resource
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0 |
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|a The Periodic Table of Elements via an XNA-Powered Serious Game -- Digital Storytelling within Virtual Environments: “The Battle of Thermopylae” -- Games on Prescription! Evaluation of the Elinor Console for Home-Based Stroke Rehabilitation -- An Analysis of the Potential to Utilize Virtual Worlds to Enhance Edutainment and Improve the Wellbeing of the Ageing Population -- Course Lectures as Problem-Based Learning Interventions in Virtual Worlds -- Virtual Customers in a Multiagent Training Application -- Game Based Early Programming Education: The More You Play, the More You Learn -- Story Guided Virtual Environments in Educational Applications -- Rendering Technology of 3D Digital Chinese Ink-Wash Landscape Paintings Based on Maya -- Effects of RPG on Middle School Players’ Intrapersonal Intelligence -- Implementation of Lushan Virtual Digital Plant Museum -- Pedestrian Detection Based on Kernel Discriminative Sparse Representation -- The Design and Implementation of Computer-Aided Chinese Medicated Diet System -- Music-Driven Emotion Model Applied in Digitalized Dance Performance of Sacrificial Ceremony for Confucius -- Real-Time Rendering Framework in the Virtual Home Design System -- Multiple-Cue-Based Visual Object Contour Tracking with Incremental Learning -- Building Virtual Entertainment Environment with Tiled Display Wall and Motion Tracking -- A Calibration Method for Removing the Effect of Infrared Camera Self-radiance on the Accuracy of Temperature Measurement -- Enjoying of Traditional Chinese Shadow Play – A Cross-Culture Study -- A Patch-Based Data Reorganization Method for Coupling Large-Scale Simulations and Parallel Visualization -- The Boom and Bust and Boom of Educational Games
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653 |
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|a User interfaces (Computer systems)
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653 |
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|a Personal Computing
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653 |
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|a Computers and Society
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653 |
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|a Education / Data processing
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653 |
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|a Computers and Education
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653 |
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|a Microcomputers
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653 |
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|a User Interfaces and Human Computer Interaction
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653 |
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|a Human-computer interaction
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653 |
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|a Computers and civilization
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700 |
1 |
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|a Cheok, Adrian David
|e [editor]
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700 |
1 |
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|a Mueller, Wolfgang
|e [editor]
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700 |
1 |
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|a Liarokapis, Fotis
|e [editor]
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041 |
0 |
7 |
|a eng
|2 ISO 639-2
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989 |
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|b Springer
|a Springer eBooks 2005-
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490 |
0 |
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|a Transactions on Edutainment
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028 |
5 |
0 |
|a 10.1007/978-3-642-37042-7
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856 |
4 |
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|u https://doi.org/10.1007/978-3-642-37042-7?nosfx=y
|x Verlag
|3 Volltext
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082 |
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|a 004.16
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520 |
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|a 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 a special section on serious games with 8 outstanding contributions from the VS-Games 2011 conference; furthermore, there are 13 regular papers. These contributions clearly demonstrate the use of serious games and virtual worlds for edutainment applications and form a basis for further exploration and new ideas
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