Transactions on Edutainment I
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 Storyt...
Other Authors: | |
---|---|
Format: | eBook |
Language: | English |
Published: |
Berlin, Heidelberg
Springer Berlin Heidelberg
2008, 2008
|
Edition: | 1st ed. 2008 |
Series: | Transactions on Edutainment
|
Subjects: | |
Online Access: | |
Collection: | Springer eBooks 2005- - Collection details see MPG.ReNa |
Table of Contents:
- Papers from Edutainment 2008
- Designing an Educational Game: Case Study of ’Europe 2045’
- Timed Automata-Based Rehabilitation Training Game Design for the Affected Lower Extremity of Hemiparetic Patient
- A Haptic Virtual Environment for Molecular Chemistry Education
- ARGarden: Augmented Edutainment System with a Learning Companion
- Developing a Digital Game-Based Situated Learning System for Ocean Ecology
- A Pen-Based 3D Role Modeling Tool for Children
- A Reusable Eduventure Game Framework
- Construction and Evaluation of a Robot Dance System
- TMAR: Extension of a Tabletop Interface Using Mobile Augmented Reality
- Interacting with Augmented Assets in Cultural Tourism
- Interactive Storytelling: Approaches and Techniques to Achieve Dynamic Stories
- Behavioural Reactive Agents to Define Personality Traits in the Videogame Überpong
- Regular Papers
- ’Killer Phrases’: Design Steps for a Game with Digital Role-Playing Agents
- From Pencil to Magic Wand: Tangibles as Gateways to Virtual Stories
- Game-Based Learning with Computers – Learning, Simulations, and Games
- Core Attributes of Interactive Computer Games and Adaptive Use for Edutainment
- Interactive Media Authoring Systems
- A Review of Using Virtual Reality for Learning
- The Mental Vision Framework - A Platform for Teaching, Practicing and Researching with Computer Graphics and Virtual Reality
- Making the Real World as a Game World to Learners by Applying Game-Based Learning Scenes into Ubiquitous Learning Environment
- VR Bio X Games
- Online Learning and Clinical Procedures: Rapid Development and Effective Deployment of Game-Like Interactive Simulations