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04650nam a22005895i 4500 |
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978-3-540-69744-2 |
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20151204163559.0 |
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100301s2008 gw | s |||| 0|eng d |
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|a 9783540697442
|9 978-3-540-69744-2
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|a 10.1007/978-3-540-69744-2
|2 doi
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|d GrThAP
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|a Z664.2-718.85
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|a LAN025000
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|a 020
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|a Transactions on Edutainment I
|h [electronic resource] /
|c edited by Zhigeng Pan, Adrian David Cheok, Wolfgang Müller, Abdennour El Rhalibi.
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|a Berlin, Heidelberg :
|b Springer Berlin Heidelberg,
|c 2008.
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|a X, 305 p.
|b online resource.
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
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|a text file
|b PDF
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|a Lecture Notes in Computer Science,
|x 0302-9743 ;
|v 5080
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|a Papers from Edutainment 2008 -- Designing an Educational Game: Case Study of ’Europe 2045’ -- Timed Automata-Based Rehabilitation Training Game Design for the Affected Lower Extremity of Hemiparetic Patient -- A Haptic Virtual Environment for Molecular Chemistry Education -- ARGarden: Augmented Edutainment System with a Learning Companion -- Developing a Digital Game-Based Situated Learning System for Ocean Ecology -- A Pen-Based 3D Role Modeling Tool for Children -- A Reusable Eduventure Game Framework -- Construction and Evaluation of a Robot Dance System -- TMAR: Extension of a Tabletop Interface Using Mobile Augmented Reality -- Interacting with Augmented Assets in Cultural Tourism -- Interactive Storytelling: Approaches and Techniques to Achieve Dynamic Stories -- Behavioural Reactive Agents to Define Personality Traits in the Videogame Überpong -- Regular Papers -- ’Killer Phrases’: Design Steps for a Game with Digital Role-Playing Agents -- From Pencil to Magic Wand: Tangibles as Gateways to Virtual Stories -- Game-Based Learning with Computers – Learning, Simulations, and Games -- Core Attributes of Interactive Computer Games and Adaptive Use for Edutainment -- Interactive Media Authoring Systems -- A Review of Using Virtual Reality for Learning -- The Mental Vision Framework - A Platform for Teaching, Practicing and Researching with Computer Graphics and Virtual Reality -- Making the Real World as a Game World to Learners by Applying Game-Based Learning Scenes into Ubiquitous Learning Environment -- VR Bio X Games -- Online Learning and Clinical Procedures: Rapid Development and Effective Deployment of Game-Like Interactive Simulations.
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|a 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 will cover aspects from Educational and Game Theories, Human-Computer Interaction, Computer Graphics, Artificial Intelligence, and Systems Design. The first volume of this series contains a selection of outstanding contributions from Edutainment 2008, the 3rd International Conference on E-Learning and Games which took place in Nanjing, China, in June 2008. These papers are complemented by individual contributions from international experts in this field.
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|a Culture
|x Study and teaching.
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|a Library science.
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|a Multimedia information systems.
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|a User interfaces (Computer systems).
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|a Artificial intelligence.
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|a Computer engineering.
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|a Cultural and Media Studies.
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|a Library Science.
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|a User Interfaces and Human Computer Interaction.
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|a Computer Engineering.
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|a Artificial Intelligence (incl. Robotics).
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|a Information Systems Applications (incl. Internet).
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|a Multimedia Information Systems.
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|a Pan, Zhigeng.
|e editor.
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|a Cheok, Adrian David.
|e editor.
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|a Müller, Wolfgang.
|e editor.
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|a Rhalibi, Abdennour El.
|e editor.
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|a SpringerLink (Online service)
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|t Springer eBooks
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|i Printed edition:
|z 9783540697374
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|a Lecture Notes in Computer Science,
|x 0302-9743 ;
|v 5080
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|u http://dx.doi.org/10.1007/978-3-540-69744-2
|z Full Text via HEAL-Link
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|a ZDB-2-SCS
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|a ZDB-2-LNC
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|a Computer Science (Springer-11645)
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