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020 _a9783642144844
_9978-3-642-14484-4
040 _cMX-MeUAM
050 4 _aLB1028.43-1028.75
082 0 4 _a374.26
_223
100 1 _aPan, Zhigeng.
_eeditor.
245 1 0 _aTransactions on Edutainment IV
_h[recurso electrónico] /
_cedited by Zhigeng Pan, Adrian David Cheok, Wolfgang Müller, Xiaopeng Zhang, Kevin Wong.
264 1 _aBerlin, Heidelberg :
_bSpringer Berlin Heidelberg,
_c2010.
300 _aX, 277p. 142 illus.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aLecture Notes in Computer Science,
_x0302-9743 ;
_v6250
505 0 _aThe Study and Design of Adaptive Learning System Based on Fuzzy Set Theory -- Modeling Personalized Learning Styles in a Web-Based Learning System -- An Emotional Agent in Virtual Learning Environment -- Lunar Surface Collaborative Browsing System for Science Museum Exhibitions -- Towards a Structural Model for Intention to Play a Digital Educational Game -- Case Study of FISS: Digital Game Based Learning for a Broad Range of Ages -- Woodment: Web-Based Collaborative Multiplayer Serious Game -- Learning with Virtual Reality: Its Effects on Students with Different Learning Styles -- Automatic Motion Generation Based on Path Editing from Motion Capture Data -- Exploration of Metaphorical and Contextual Affect Sensing in a Virtual Improvisational Drama -- Synchronizable Objects in Distributed Multimedia Applications -- Anisotropic Cloth Modeling for Material Fabric -- A Virtual Reality Simulator Prototype for Learning and Assessing Phaco-sculpting Skills -- An Augmented Reality Nanomanipulator for Learning Nanophysics: The “NanoLearner” Platform -- Fast Prototyping of Virtual Reality Based Surgical Simulators with PhysX-enabled GPU -- Dance-Based ExerGaming: User Experience Design Implications for Maximizing Health Benefits Based on Exercise Intensity and Perceived Enjoyment -- Learning Ultrasound-Guided Needle Insertion Skills through an Edutainment Game -- Sketch-Based 3D Face Modeling for Virtual Character -- A Framework for Virtual Hand Haptic Interaction -- Phone, Email and Video Interactions with Characters in an Epidemiology Game: Towards Authenticity -- A Real-Time Interactive System for Facial Makeup of Peking Opera -- Design of Educational Game: A Literature Review.
520 _aE-learning and digital entertainment techniques, tools and systems are becoming popular and can be found in many real-world educational applications in many co- tries. The driving force behind these technologies is the rapidly growing requirements of edutainment, especially from the perspective of the users. This has led to the increasing interest of researchers in this area. The articles in this issue give a rich overview of how edutainment technologies can be creatively used for training and education purposes. The first 12 articles of this issue represent a selection of outstanding contributions from Edutainment 2010, the 5th International Conference on E-learning and Games, held in Changchun, China, in August 2010. The main purpose of this event is to faci- tate the discussion, presentation, and information exchange on the scientific and te- nological developments in the emerging field of digital entertainment techniques and systems for education. These 12 papers concentrated on three aspects: e-learning s- tem and applications, game techniques for learning, and virtual reality techniques for entertainment. They are closely related to the topics of this journal.
650 0 _aComputer science.
650 0 _aEducation.
650 1 4 _aComputer Science.
650 2 4 _aComputers and Education.
700 1 _aCheok, Adrian David.
_eeditor.
700 1 _aMüller, Wolfgang.
_eeditor.
700 1 _aZhang, Xiaopeng.
_eeditor.
700 1 _aWong, Kevin.
_eeditor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9783642144837
830 0 _aLecture Notes in Computer Science,
_x0302-9743 ;
_v6250
856 4 0 _zLibro electrónico
_uhttp://148.231.10.114:2048/login?url=http://link.springer.com/book/10.1007/978-3-642-14484-4
596 _a19
942 _cLIBRO_ELEC
999 _c202655
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