Transactions on Edutainment VIII

Transactions on Edutainment VIII

Author: Maiga Chang

Publisher: Springer

Published: 2012-06-05

Total Pages: 286

ISBN-13: 3642314392

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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. This issue contains 10 outstanding contributions from the International Conference on E-Learning and Games, Edutainment 2011, as well as 14 regular papers which were partly selected from national conferences. The topics covered are game engine, using games to teach, identifying player emotion states, assessing the effects of educational games to multi-touch interaction, natural user interface, and virtual reality. Generally, the papers present a large number of examples of edutainment applications, giving more evidence on the high potential and impact of edutainment approaches.


Transactions on Edutainment I

Transactions on Edutainment I

Author: Abdennour El Rhalibi

Publisher: Springer Science & Business Media

Published: 2008-06-12

Total Pages: 315

ISBN-13: 3540697373

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This volume contains contributions from Edutainment 2008, the 3rd International Conference on E-Learning and Games. It serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies in the field.


Transactions on Edutainment III

Transactions on Edutainment III

Author: Maiga Chang

Publisher: Springer Science & Business Media

Published: 2010-01-20

Total Pages: 284

ISBN-13: 3642112447

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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.


Interdisciplinary and International Perspectives on 3D Printing in Education

Interdisciplinary and International Perspectives on 3D Printing in Education

Author: Santos, Ieda M.

Publisher: IGI Global

Published: 2018-11-23

Total Pages: 369

ISBN-13: 1522570195

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Although 3D printing technologies are still a rarity in many classrooms and other educational settings, their far-reaching applications across a wide range of subjects make them a desirable instructional aid. Effective implementation of these technologies can engage learners through project-based learning and exploration of objects. Interdisciplinary and International Perspectives on 3D Printing in Education is a collection of advanced research that facilitates discussions on interdisciplinary fields and international perspectives, from kindergarten to higher education, to inform the uses of 3D printing in education from diverse and broad perspectives. Covering topics such as computer-aided software, learning theories, and educational policy, this book is ideally designed for educators, practitioners, instructional designers, and researchers.


Transactions on Edutainment V

Transactions on Edutainment V

Author: Zhigeng Pan

Publisher: Springer Science & Business Media

Published: 2011-02-10

Total Pages: 280

ISBN-13: 3642184510

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This journal sub-line is a forum both for stimulating and disseminating cutting-edge material on the full spectrum of edutainment genres including game-based learning and VR-based education. It covers technical aspects from graphics and AI to systems design.


Transactions on Edutainment IV

Transactions on Edutainment IV

Author: Zhigeng Pan

Publisher: Springer Science & Business Media

Published: 2010-07-30

Total Pages: 287

ISBN-13: 3642144837

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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. This volume contains a selection of 12 outstanding contributions from Edutainment 2010, the 5th Int. Conference on E-Learning and Games, held in China in August 2009. The main focus of these papers is on e-learning system and applications, game techniques for learning, and virtual reality techniques for entertainment. In addition, 10 regular papers are included, which focus on virtual reality and game systems for learning and animation and interaction for entertainment.


Authentic Virtual World Education

Authentic Virtual World Education

Author: Sue Gregory

Publisher: Springer

Published: 2017-09-23

Total Pages: 207

ISBN-13: 9811063826

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The book presents the possibilities and realities of virtual worlds in education through the application of 3D virtual worlds to support authentic learning, creativity, learner engagement and cultural diversity in higher education. It includes a unique variety of cross disciplinary approaches to research, teaching and learning in a virtual world, including analysis of data from the experiences of students in education, law, Chinese language, sustainability, computer architecture, business, health and the Arts. The book provides unique learning experiences that have celebrated the rich media of virtual world environments through the utilisation of affordances such as simulation, bots, synchronous interaction, machinima and games. The perspectives come from Australia and New Zealand higher education academics but transferable to any higher educational institution in the sector, worldwide, and is significant to various disciplines in the higher education field.


Innovative Teaching Strategies and New Learning Paradigms in Computer Programming

Innovative Teaching Strategies and New Learning Paradigms in Computer Programming

Author: Ricardo Queirós

Publisher: IGI Global

Published: 2014-11-30

Total Pages: 339

ISBN-13: 1466673052

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Courses in computer programming combine a number of different concepts, from general problem-solving to mathematical precepts such as algorithms and computational intelligence. Due to the complex nature of computer science education, teaching the novice programmer can be a challenge. Innovative Teaching Strategies and New Learning Paradigms in Computer Programming brings together pedagogical and technological methods to address the recent challenges that have developed in computer programming courses. Focusing on educational tools, computer science concepts, and educational design, this book is an essential reference source for teachers, practitioners, and scholars interested in improving the success rate of students.


Transactions on Edutainment VI

Transactions on Edutainment VI

Author: Zhigeng Pan

Publisher: Springer

Published: 2011-09-06

Total Pages: 275

ISBN-13: 3642226396

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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 6th volume in this series represents a selection of 7 contributions from DMDCM 2011, the 5th International Conference on Digital Media and Digital Content Management, held in Chongqing, China, in December 2011, as well as 18 contributions from CASA 2011, the 24th International Conference on Computer Animation and Social Agents, held in Chengdu, China, in May 2011. The topics covered are: pen-based interface, urban heat island simulation, BR-based on-line expo, physically-based tree animation, 3D face texture stitching, chessboard corner extraction, textured-based tracking, motion control, motion capture and retargeting, path planning, physics based animation, image based animation, behavioral animation, artificial life, deformation, facial animation, multi-resolution and multi-scale models, knowledge-based animation, motion synthesis; social agents and avatars, emotion and personality, virtual humans, autonomous actors, AI based animation, social and conversational agents, inter-agent communication, social behavior, gesture generation, crowd simulation; animation compression and transmission, semantics and ontologies for virtual humans and virtual environments, animation analysis and structuring, anthropometric virtual human models, acquisition and reconstruction of animation data, level of details, semantic representation of motion and animation, medical simulation, cultural heritage, interaction for virtual humans, augmented reality and virtual reality, computer games and online virtual worlds.


Recent Developments in Mechatronics and Intelligent Robotics

Recent Developments in Mechatronics and Intelligent Robotics

Author: Feng Qiao

Publisher: Springer

Published: 2017-11-11

Total Pages: 582

ISBN-13: 3319709909

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This book gathers the Proceedings of the International Conference on Mechatronics and Intelligent Robotics (ICMIR2017), held in Kunming, China, on May 20–21, 2017. The book covers a total of 172 papers, which have been divided into seven different sections: Intelligent Systems, Intelligent Sensors & Actuators, Robotics, Mechatronics, Modeling & Simulation, Automation & Control, and Robot Vision. ICMIR2017 provided a vital forum for discussing the latest and most innovative ideas from both the industrial and academic worlds, and for sharing best practices in the fields of mechanical engineering, mechatronics, automatic control, electrical engineering, finite element analysis and computational engineering. The main focus of the conference was on promoting interaction between academia and industry, allowing the free exchange of ideas and challenges faced by these two key stakeholders and encouraging future collaboration between the members of these groups. The proceedings cover new findings in the following areas of research and will offer readers valuable insights: Mechatronics Intelligent mechatronics, robotics and biomimetics; Novel and unconventional mechatronic systems; Modeling and control of mechatronics systems; Elements, structures and mechanisms of micro and nano systems; Sensors, wireless sensor networks and multi-sensor data fusion; Biomedical and rehabilitation engineering, prosthetics and artificial organs; Artificial Intelligence (AI), neural networks and fuzzy logic in mechatronics and robotics; Industrial automation, process control and networked control systems; Telerobotics, Human–Computer Interaction; and Human–Robot Interaction. Robotics Artificial Intelligence; Bio-inspired robotics; Control algorithms and control systems; Design theories and principles; Evolutional robotics; Field robotics; Force sensors, accelerometers, and other measuring devices; Healthcare robotics; Human–Robot Interaction; Kinematics and dynamics analysis; Manufacturing robotics; Mathematical and computational methodologies in robotics; Medical robotics; Parallel robots and manipulators; Robotic cognition and emotion; Robotic perception and decisions; Sensor integration, fusion, and perception; and Social robotics.