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E-Learning and Games - 12th International Conference, Edutainment 2018, Xi'an, China, June 28-30, 2018, Proceedings (Paperback, 1st ed. 2019)
Abdennour El Rhalibi, Zhigeng Pan, Haiyan Jin, Dandan Ding, Andres A. Navarro-Newball, …
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R2,164
Discovery Miles 21 640
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Ships in 10 - 15 working days
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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.
With great pleasure we present the second volume of the new journal
Trans- tions on Edutainment. This journal, part of the Springer
series Lecture Notes in
ComputerScience,isdevotedtoresearchanddevelopmentinthe?eldofeduta-
ment. Edutainment, also known as educational entertainment or
entertainme- education, denotes all forms of entertainment designed
to educate as well as to provide fun. This approach is motivated by
the increasing demands on indivi-
alsforlife-longlearningandtheneedtointegratee?ectivelearningopportunities
throughout life. As such, edutainment has attracted increasing
interest in the last few years. The ?rst ?ve articles of this issue
represent a selection of outstanding cont-
butionsfromGDTW2008,the6thInternationalConferenceinGameDesignand
Technology held in the UK, in November 2008. The main aims of the
workshop are: (1) To provide a forum to discuss state-of-the-art
games design and current and future games technology with the
specialists. (2) To enable academics and
researchersincomputergametechnologyandcomputerentertainmenttopresent
their work during the research sessions, and to seek opportunities
for collabo- tion with industry and for academic researchpartners.
(3) To facilitate relati- ships and collaboration between academics
promoting computer games techn- ogy courses, the UK games industry
and supporting organizations. These ?ve papers cover mainly the
topic of edutainment platforms or methodology: "Co- dinating
Heterogeneous Game-Based Learning Approaches in Online Learning
Environments," "Networking Middleware and Online-Deployment
Mechanisms for Java-Based Games," "A Testbed for P2P Gaming Using
Time Warp, How to Steer Characters in Group Games," and "Time-Based
Personalized Mobile Game Downloading. " The next six articles
represent a selection of outstanding contributions from Cyberworlds
2008 held in Hangzhou, China, in September 2008.
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Technologies for E-Learning and Digital Entertainment - Third International Conference, Edutainment 2008, Nanjing, China, June 25-27, 2008, Proceedings (Paperback, 2008 ed.)
Zhigeng Pan, Xiaopeng Zhang, Abdennour El Rhalibi, Woontack Woo, Yi Li
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R3,017
Discovery Miles 30 170
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Ships in 10 - 15 working days
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With the widespread interest in digital entertainment and the
advances in the tech- logies of computer graphics, multimedia and
virtual reality technologies, a new area-- "Edutainment"--has been
accepted as a union of education and computer entertainment.
Edutainment is recognized as an effective way of learning through a
medium, such as a computer, software, games or VR applications,
that both educates and entertains. The Edutainment conference
series was established and followed as a special event for the new
interests in e-learning and digital entertainment. The main purpose
of Edutainment conferences is the discussion, presentation, and
information exchange of scientific and technological developments
in the new community. The Edutainment conference series is a very
interesting opportunity for researchers, engineers and graduate
students who wish to communicate at these international annual
events. The conference series includes plenary invited talks,
workshops, tutorials, paper presen- tion tracks and panel
discussions. The Edutainment conference series was initiated in
Hangzhou, China in 2006. Following the success of the first event
(Edutainment 2006 in Hangzhou, China) and the second one
(Edutainment 2007 in Hong Kong, China), Edutainment 2008 was held
June 25-27, 2007 in Nanjing, China. This year, we received 219
submissions from 26 different countries and regions, including
United Arab Emirates, Canada, Thailand, New Zealand, Austria,
Turkey, Germany, Switzerland, Brazil, Cuba, Australia, Hong Kong
(China), Pakistan, M- ico, Czech Republic, USA, Malaysia, Italy,
Spain, France, UK, The Netherlands, Taiwan (China), Japan, South
Korea, and China.
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 19 papers presented in the
15th issue were organized in the following topical sections:
multimedia; simulation; cybersecurity; and e-learning.
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E-Learning and Games - 11th International Conference, Edutainment 2017, Bournemouth, UK, June 26-28, 2017, Revised Selected Papers (Paperback, 1st ed. 2017)
Feng Tian, Christos Gatzidis, Abdennour El Rhalibi, Wen Tang, Fred Charles
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R1,515
Discovery Miles 15 150
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Ships in 10 - 15 working days
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This book constitutes the refereed proceedings of the 11th
International Conference on E-Learning and Games, Edutainment 2017,
held in Bournemouth, United Kingdom, in June 2017. The 19 fulland
17 short papers presented were carefully reviewed and selected from
47 submissions. They are organized in the following topical
sections: Virtual reality and augmented reality in edutainment;
gamification for serious game and training; graphics, imaging and
applications; E-learning and game.
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E-Learning and Games - 10th International Conference, Edutainment 2016, Hangzhou, China, April 14-16, 2016, Revised Selected Papers (Paperback, 1st ed. 2016)
Abdennour El Rhalibi, Feng Tian, Zhigeng Pan, Baoquan Liu
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R2,749
Discovery Miles 27 490
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Ships in 10 - 15 working days
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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.
With great pleasure we would like to present the ?rst volume of a
new journal, Transactions on Edutainment. This journal, part of the
Springer series L- tureNotesinComputerScience, is devoted to
research and development in the ?eld of edutainment. Edutainment,
also known as educational entertainment or entertainment-education,
denotes allforms ofentertainmentdesignedto educate as well as to
provide fun. This approachis motivated by the increasing demands on
individuals for life-long learning and the need to integrate
e?ective learning opportunities throughout life. As such,
edutainment has attracted increasing interest in the last few
years. The ?rst 12 articles of this ?rst issue represent a
selection of outstanding contributions from Edutainment 2008, the
Third International Conference on E-Learning and Games held in
Nanjing, China, in June 2008. These papers are complemented by
individual contributions from international experts in this ?eld.
The ?rst six articles provide an introduction into the ?eld of
edutainment by presenting di?erent application examples. In their
article "Designing an Ed- ? ucational Game: Case Study of Euope
2045," Sisler and Brom discuss their experiences in the design of
an on-line multi-player strategy game on political, economic, and
social issues in contemporary Europe. The following examples point
out the crucial role of interaction design and technolgies in the
devel- ment of a successful edutainment application.
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