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Transactions on Edutainment I

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 Storyt...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor Corporativo: SpringerLink (Online service)
Otros Autores: El Rhalibi, Abdennour (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2008.
Edición:1st ed. 2008.
Colección:Transactions on Edutainment, 5080
Temas:
Acceso en línea:Texto Completo
Tabla de Contenidos:
  • 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.