Buch, Englisch, 305 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 493 g
Reihe: Transactions on Edutainment
Buch, Englisch, 305 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 493 g
Reihe: Transactions on Edutainment
ISBN: 978-3-540-69737-4
Verlag: Springer Berlin Heidelberg
Zielgruppe
Research
Fachgebiete
- Mathematik | Informatik EDV | Informatik Technische Informatik Wartung & Reparatur
- Mathematik | Informatik EDV | Informatik EDV & Informatik Allgemein E-Learning
- Interdisziplinäres Bibliothekswesen, Informationswissenschaften EDV Systeme, Internet und elektronische Ressourcen in Bibliotheken
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik E-Learning, Bildungstechnologie
- Mathematik | Informatik EDV | Informatik Informatik Mensch-Maschine-Interaktion User Interface Design & Benutzerfreundlichkeit
- Geisteswissenschaften Design Interface Design, Interaktionsdesign, Application Design
- Mathematik | Informatik EDV | Informatik Informatik Künstliche Intelligenz
Weitere Infos & Material
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.