Transactions on Edutainment VIII [electronic resource] / edited by Zhigeng Pan, Adrian David Cheok, Wolfgang Müller, Maiga Chang, Mingmin Zhang.

Contributor(s): Pan, Zhigeng [editor.] | Cheok, Adrian David [editor.] | Müller, Wolfgang [editor.] | Chang, Maiga [editor.] | Zhang, Mingmin [editor.] | SpringerLink (Online service)Material type: TextTextSeries: Lecture Notes in Computer Science ; 7220Publisher: Berlin, Heidelberg : Springer Berlin Heidelberg, 2012Description: 280 p. 144 illus. online resourceContent type: text Media type: computer Carrier type: online resourceISBN: 9783642314391Subject(s): Computer science | Multimedia systems | Artificial intelligence | Computer vision | Computer graphics | Education | Computer Science | Computers and Education | User Interfaces and Human Computer Interaction | Computer Imaging, Vision, Pattern Recognition and Graphics | Multimedia Information Systems | Computer Graphics | Artificial Intelligence (incl. Robotics)Additional physical formats: Printed edition:: No titleDDC classification: 374.26 LOC classification: LB1028.43-1028.75Online resources: Click here to access online In: Springer eBooksSummary: 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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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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The Institute of Mathematical Sciences, Chennai, India

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