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  • Conference proceedings
  • © 2007

Technologies for E-Learning and Digital Entertainment

Second International Conference, Edutainment 2007, Hong Kong, China, June 11-13, 2007, Proceedings

Part of the book series: Lecture Notes in Computer Science (LNCS, volume 4469)

Part of the book sub series: Information Systems and Applications, incl. Internet/Web, and HCI (LNISA)

Conference series link(s): Edutainment: International Conference on E-Learning and Games

Conference proceedings info: Edutainment 2007.

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Table of contents (92 papers)

  1. Front Matter

  2. Keynote Speeches (Abstracts)

    1. An Interactive Folktale System and an Authoring System That Supports Its Realization

      • Ryohei Nakatsu, Yurika Nagai, Kozi Miyazaki, Yurika Nagai, Takenori Wama
      Pages 1-1
  3. Virtual and Augmented Reality in Game and Education

    1. An Efficient Method for Real-Time Ocean Simulation

      • Haogang Chen, Qicheng Li, Guoping Wang, Feng Zhou, Xiaohui Tang, Kun Yang
      Pages 3-11
    2. The Design and Implementation of VBS

      • Liang Wang, Yue Qi, Xukun Shen
      Pages 34-43
    3. View-Dependent Hierarchical Foliage Simplification

      • Qingqiong Deng, Xiaopeng Zhang, Marc Jaeger
      Pages 44-55
    4. A Novel Optical See-Through Head-Mounted Display with Occlusion and Intensity Matching Support

      • Ya Zhou, Jin-Tao Ma, Qun Hao, Hong Wang, Xian-Peng Liu
      Pages 56-62
    5. An Immersive Game Using a New Interface : The Well–Tep

      • Donggang Jung, Chulsang Jang, Junhyung Oh, Junggoo Kang, Ingul Oh, Keechul Jung
      Pages 63-68
    6. VR@Home: An Immersive Contents Creation System for 3D User-Generated Contents

      • Wonwoo Lee, Chinta Ram Babu, Jongweon Lee, Woontack Woo
      Pages 81-91
    7. A 3D Virtual Learning Environment to Foster Communication for Long Term Ill Children

      • Fabian Di Fiore, Pieter Jorissen, Gert Vansichem, Frank Van Reeth
      Pages 92-103
    8. Interactive Storytelling and Gaming Environments for Museums: The Interactive Storytelling Exhibition Project

      • Michael Danks, Marc Goodchild, Karina Rodriguez-Echavarria, David B. Arnold, Richard Griffiths
      Pages 104-115
    9. Virtual Environments for Training: From Individual Learning to Collaboration with Humanoids

      • Stéphanie Gerbaud, Nicolas Mollet, Bruno Arnaldi
      Pages 116-127
    10. Balancing Pedagogy, Game and Reality Components Within a Unique Serious Game for Training Levee Inspection

      • Casper Harteveld, Rui Guimarães, Igor Mayer, Rafael Bidarra
      Pages 128-139
    11. An Operational VR Platform for Building Virtual Training Environments

      • Nicolas Mollet, Stéphanie Gerbaud, Bruno Arnaldi
      Pages 140-151
    12. Usability Test of Immersion for Augmented Reality Based Product Design

      • Taejin Ha, Yoonje Chang, Woontack Woo
      Pages 152-161
    13. The Development of a Virtual Cycling Simulator

      • Yuk-Ming Tang, Mathew Ho-Cheong Tsoi, Daniel Tik-Pui Fong, Pauline Po-Yee Lui, Kin-Chuen Hui, Kai-Ming Chan
      Pages 162-170
  4. Virtual Characters in Games and Education

    1. Visualization Learning for Visually Impaired People

      • Patrick Salamin, Daniel Thalmann, Frédéric Vexo
      Pages 171-181

Other Volumes

  1. Technologies for E-Learning and Digital Entertainment

About this book

To learn while being entertained is always an effective means in education. With the advance in technologies, in particular graphics, multimedia, and virtual reality te- nologies, this has evolved into the specific area of “Edutainment”. The second int- national conference on edutainment, Edutainment 2007, aimed to provide a forum for practitioners and researchers in the field to share their experiences and findings in this fast growing area. Following the success of Edutainment 2006, which was held in Hangzhou, China, Edutainment 2007 was held during June 11–13, 2007 in Hong Kong. This year, we received 393 submissions from 29 different countries and areas, - cluding China (including Taiwan), USA, UK, Germany, Italy, France, Australia, C- ada, Switzerland, Korea, Japan, Singapore and Malaysia. A total of 90 papers were selected, after peer review, for this volume. Topics of these papers fall into six diff- ent areas ranging from fundamental issues in geometry and imaging to virtual reality systems and their applications in entertainment and education. These topics include Virtual Reality in Games and Education, Virtual Characters in Games and Education, E-learning Platforms and Tools, Geometry in Games and Virtual Reality, Vision, Imaging and Video Technology, and Collaborative and Distributed Environments. We are grateful to the International Program Committee and the reviewers for their effort to get all the papers reviewed in a short period of time. We would also like to thank everyone who contributed to organizing the conference.

Bibliographic Information

Buy it now

Buying options

Softcover Book USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access