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    1. Data och IT
    2. Människa – datorinteraktion

    Transactions on Edutainment II

    AvAbdennour El Rhalibi

    Häftad, Engelska, 2009

    Del i serien Lecture Notes in Computer Science

    527 kr

    Beställningsvara. Skickas inom 10-15 vardagar. Fri frakt över 249 kr.

    Beskrivning

    With great pleasure we present the second volume of the new journal Trans- tions on Edutainment. This journal, part of the Springer series Lecture Notes in ComputerScience,isdevotedtoresearchanddevelopmentinthe?eldofeduta- ment. Edutainment, also known as educational entertainment or entertainme- education, denotes all forms of entertainment designed to educate as well as to provide fun. This approach is motivated by the increasing demands on indivi- alsforlife-longlearningandtheneedtointegratee?ectivelearningopportunities throughout life. As such, edutainment has attracted increasing interest in the last few years. The ?rst ?ve articles of this issue represent a selection of outstanding cont- butionsfromGDTW2008,the6thInternationalConferenceinGameDesignand Technology held in the UK, in November 2008. The main aims of the workshop are: (1) To provide a forum to discuss state-of-the-art games design and current and future games technology with the specialists.(2) To enable academics and researchersincomputergametechnologyandcomputerentertainmenttopresent their work during the research sessions, and to seek opportunities for collabo- tion with industry and for academic researchpartners. (3) To facilitate relati- ships and collaboration between academics promoting computer games techn- ogy courses, the UK games industry and supporting organizations. These ?ve papers cover mainly the topic of edutainment platforms or methodology: "Co- dinating 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," and "Time-Based Personalized Mobile Game Downloading. " The next six articles represent a selection of outstanding contributions from Cyberworlds 2008 held in Hangzhou, China, in September 2008.

    Produktinformation

    • Utgivningsdatum:2009-07-30
    • Mått:155 x 235 x 18 mm
    • Vikt:499 g
    • Format:Häftad
    • Språk:Engelska
    • Serie:Lecture Notes in Computer Science
    • Antal sidor:313
    • Förlag:Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
    • ISBN:9783642032691

    Utforska kategorier

    • Människa – datorinteraktion inom Data och IT
    • Material och digital teknik i undervisningen inom Psykologi och pedagogik
    • Hårdvara inom Data och IT

    Innehållsförteckning

    • 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.