Transactions on Edutainment XI [electronic resource] / edited by Zhigeng Pan, Adrian David Cheok, Wolfgang Mueller, Mingmin Zhang.

Contributor(s): Pan, Zhigeng [editor.] | Cheok, Adrian David [editor.] | Mueller, Wolfgang [editor.] | Zhang, Mingmin [editor.] | SpringerLink (Online service)Material type: TextTextSeries: Transactions on Edutainment ; 8971 | Lecture Notes in Computer Science ; 8971Publisher: Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2015Edition: 1st ed. 2015Description: XIII, 266 p. 154 illus. online resourceContent type: text Media type: computer Carrier type: online resourceISBN: 9783662482476Subject(s): Education—Data processing | User interfaces (Computer systems) | Personal computers | Optical data processing | Pattern recognition | Algorithms | Computers and Education | User Interfaces and Human Computer Interaction | Personal Computing | Image Processing and Computer Vision | Pattern Recognition | Algorithm Analysis and Problem ComplexityAdditional physical formats: Printed edition:: No title; Printed edition:: No titleDDC classification: 374.26 LOC classification: LB1028.43-1028.75Online resources: Click here to access online In: Springer Nature eBookSummary: 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 24 papers presented in this 11th issue were organized in four parts dealing with: object reconstruction and management; graphics; VR/AR; and applications.
Item type: E-BOOKS
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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 24 papers presented in this 11th issue were organized in four parts dealing with: object reconstruction and management; graphics; VR/AR; and applications.

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