Zhigeng Pan – författare
E-Learning and Games
12th International Conference, Edutainment 2018, Xi'an, China, June 28–30, 2018, Proceedings
786 kr
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1 000 kr
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This book constitutes the refereed proceedings of the 12th International Conference on e-Learning and Games, EDUTAINMENT 2018, held in Xi’an, China, in June 2018.
The 32 full and 32 short papers presented in this volume were carefully reviewed and selected from 85 submissions. The papers were organized in topical sections named: virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; game rendering and animation; game rendering and animation and computer vision in edutainment; e-learning and game; and computer vision in edutainment.
Entertainment Computing – ICEC 2020
19th IFIP TC 14 International Conference, ICEC 2020, Xi'an, China, November 10–13, 2020, Proceedings
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This book constitutes the refereed proceedings of the 19th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2020, which was supposed to take place in Xi’an, China, in November 2020, but it was instead held virtually due to the COVID-19 pandemic.
The 21 full papers and 18 short papers presented were carefully reviewed and selected from 72 submissions. They cover a large range of topics in the following thematic areas: games; virtual reality and augmented reality; artificial intelligence; edutainment and art; 3D modeling; and animation.
E-Learning and Games
10th International Conference, Edutainment 2016, Hangzhou, China, April 14-16, 2016, Revised Selected Papers
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692 kr
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This book constitutes the refereed proceedings of the 10th International Conference on E-Learning and Games, Edutainment 2016, held in Hangzhou, China, in April 2016.
The 36 full papers presented were carefully reviewed and selected from 60 submissions. They are organized in the following topical sections: E-learning and game; graphics, imaging and applications; intelligent data analytics and visualization.
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566 kr
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708 kr
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1 986 kr
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1 995 kr
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1 125 kr
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1 459 kr
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1 077 kr
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1 377 kr
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1 062 kr
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1 328 kr
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534 kr
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692 kr
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534 kr
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668 kr
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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.
The 27 papers of this volume deal with virtual humans; graphics rendering and 3D animation; games and 2D animation; and digital media and its applications.
534 kr
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692 kr
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534 kr
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668 kr
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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 special issue consists of two parts: the first one features original research papers on interactive digital storytelling in the applied context of edutainment; the second part contains a selection of revised and expanded best papers from the 4th eLearning Baltics (eLBa 2011) conference. The papers on digital storytelling have been split into sections on theory, technology, and case studies; the eLBA 2011 conference papers deal with technology and applications, case studies and mobile applications, and game-based learning and social media.
565 kr
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692 kr
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565 kr
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668 kr
Läs direkt efter köp
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. The 17 papers presented in the 12th issue were organized in four parts dealing with: games; human-computer interaction; image and graphics; and applications.
565 kr
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