Logo - springer
Slogan - springer

Computer Science - HCI | Transactions on Edutainment III

Transactions on Edutainment III

Editors-in-chief: Pan, Zhigeng, Cheok, Adrian David, Müller, Wolfgang
Chang, Maiga (Ed.)

2010, X, 275 p.

Available Formats:
eBook
Information

Springer eBooks may be purchased by end-customers only and are sold without copy protection (DRM free). Instead, all eBooks include personalized watermarks. This means you can read the Springer eBooks across numerous devices such as Laptops, eReaders, and tablets.

You can pay for Springer eBooks with Visa, Mastercard, American Express or Paypal.

After the purchase you can directly download the eBook file or read it online in our Springer eBook Reader. Furthermore your eBook will be stored in your MySpringer account. So you can always re-download your eBooks.

 
$69.95

(net) price for USA

ISBN 978-3-642-11245-4

digitally watermarked, no DRM

Included Format: PDF

download immediately after purchase


learn more about Springer eBooks

add to marked items

Softcover
Information

Softcover (also known as softback) version.

You can pay for Springer Books with Visa, Mastercard, American Express or Paypal.

Standard shipping is free of charge for individual customers.

 
$99.00

(net) price for USA

ISBN 978-3-642-11244-7

free shipping for individuals worldwide

usually dispatched within 3 to 5 business days


add to marked items

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 third volume in this series contains a selection of 12 outstanding contributions from Edutainment 2009, the 4th International Conference on E-Learning and Games, held in Canada in August 2009. The main focus of these papers is on the use of games to stimulate learners. In addition, 10 regular papers are included, presenting a wide range of edutainment tools and applications.

Content Level » Research

Keywords » 3D interaction - animation - artificial intelligence - augmented reality - authoring - cognitive strategies - computer games - computer graphics - context-awareness - digital museum - distribution - drawing - game design - human-computer interaction (HCI) - learning

Related subjects » Artificial Intelligence - Database Management & Information Retrieval - HCI - Image Processing - Information Systems and Applications

Table of contents 

Engaging Kids with the Concept of Sustainability Using a Commercial Video Game – A Case Study.- Engaging Kids with the Concept of Sustainability Using a Commercial Video Game – A Case Study.- Doing It Right: Combining Edutainment Format Development and Research.- Edutainment Robotics as Learning Tool.- SoundTag: RFID Based Wearable Computer Play Tool for Children.- A Comparison between Drill-Based and Game-Based Typing Software.- Widget-Based Simulator for Testing Smart Space.- Entertaining Education – Using Games-Based and Service-Oriented Learning to Improve STEM Education.- Learning English through Serious Games – Reflections on Teacher and Learner Performance.- Motivational Factors in Educational MMORPGs: Some Implications for Education.- A Distributed Multi-agent Architecture in Simulation Based Medical Training.- Designing a Trading Card Game as Educational Reward System to Improve Students’ Learning Motivations.- Sketch Learning Environment with Diagnosis and Drawing Guidance from Rough Form to Detailed Contour Form.- Regular Papers.- Application of Visualization in Virtual Endoscopy System.- Design and Implementation of Virtual Museum Based on Web3D.- Large Area Interactive Browsing for High Resolution Digitized Dunhuang Murals.- Research of Autonomous Active Control for Virtual Human Based on Emotion-Driven Model.- An XML-Based Interface Customization Model in Digital Museum.- Animation as an Aid for Higher Education Computing Teaching.- Bringing Integrated Multimedia Content into Virtual Reality Environments.- Virtual Reality House for Rehabilitation of Aphasic Clients.- Investigating the Effects of Educational Game with Wii Remote on Outcomes of Learning.- Using Computer Games for Youth Development.

Popular Content within this publication 

 

Articles

Read this Book on Springerlink

Services for this book

New Book Alert

Get alerted on new Springer publications in the subject area of User Interfaces and Human Computer Interaction.