Transactions on Edutainment I

Transactions on Edutainment I

El Rhalibi, Abdennour; Pan, Zhigeng; Cheok, Adrian David; Mueller, Wolfgang

Springer-Verlag Berlin and Heidelberg GmbH & Co. KG

06/2008

305

Mole

Inglês

9783540697374

15 a 20 dias

498

Descrição não disponível.
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 UEberpong.- 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.
3D interaction;adventure game;animation;artificial intelligence;augmented reality;computer games;e-learning;educational entertainment;game design;game-based learning;game-like simulations;gesture recognition;human-computer interaction;human-computer interaction (HCI);learning