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نویسندهالهام‌گیری

Transactions on Edutainment I (Lecture Notes in Computer Science, 5080)

Zhigeng Pan; Abdennour El Rhalibi; Adrian David Cheok; Wolfgang Müller

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۴۴٬۰۰۰ تومان۴۹٬۰۰۰ تومان۱۰٪ تخفیف
  • تخفیف زمان‌دار−۵٬۰۰۰ تومان

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Annotation 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 will cover aspects from Educational and Game Theories, Human-Computer Interaction, Computer Graphics, Artificial Intelligence, and Systems Design. The first volume of this series contains a selection of outstanding contributions from Edutainment 2008, the 3rd International Conference on E-Learning and Games which took place in Nanjing, China, in June 2008. These papers are complemented by individual contributions from international experts in this field Title Page Preface Organization Table of Contents Designing an Educational Game:Case Study of ‘Europe 2045’ Introduction Key Findings on Game-Based Learning Designing Europe 2045 Game Description Development Framework Collaboration and Multi-user Environment Simulation and Educational Content Virtual Storytelling Educational Framing: Learning Context Role of the Teacher Conclusions References Timed Automata-Based Rehabilitation Training GameDesign for the Affected Lower Extremity of HemipareticPatient Introduction Related Work Rehabilitation Training System Dynamic and Isometric Training Real Time Software Modeling Tool System Configuration Training Generator Terminology Based on Timed Automata Refined TUS Generator Modeling and Simulation with UPPAAL Rehabilitation Training Game Experimental Results Correlation with Previous Physical Trainings The Number of Training Methods Conclusion and Future Work References A Haptic Virtual Environment for Molecular Chemistry Education Introduction Background Overview of Haptic Virtual Learning Systems SPIDAR-G Haptic Device and Usability Evaluation Haptic Virtual Learning System for Intermolecular Discussion and Conclusions References ARGarden: Augmented Edutainment System with a Learning Companion Introduction ARGarden: Augmented Edutainment System Interactive Gardening Environment A Learning Companion Implementation Interaction Metaphor A Learning Companion’s Expression Evaluation Demonstration Observation Conclusion and Future Work References Developing a Digital Game-Based Situated Learning System for Ocean Ecology Introduction Literature Review Digital Game-Based Learning Designing of Digital Game-Based Learning The Digital Game-Based Situated E-Learning System Overview Game Structure Conclusions References A Pen-Based 3D Role Modeling Tool for Children Introduction Related Work Design of 3D Role Modeling Tool for Children Pen-Based Interface Sketch-Based Modeling Role Template Creation Process of Role Implementation of the Role Modeling Tool Framework of the Tool System Process An Example Informal Evaluation Conclusion and Future Work References A Reusable Eduventure Game Framework Introduction Conceptual Eduventure Framework -- A Tool for Eduventure Game Design The Conceptual Eduventure Framework Cross-Platform Reusability A Tool for Eduventure Game Design A Tool for Regulating the Balance between Instruction and Entertainment The TorqueScript Eduventure Framework Torque Game Engine Modification and Extension in TGE A Reusable TorqueScript Eduventure Framework A Case Study: ``Adventure Journey of Computer" Background of Our Eduventure Project Development of Our Eduventure Project Future Works Conclusions Construction and Evaluation of a Robot Dance System Introduction Dance Entertainment and Robots Entertainment Dance Robot Dance Robot System Basic Concept Dance Genre Dance Unit Concatenation of Dance Units Realization of Robot Dance Motion System Architecture System Development and Evaluation Humanoid Robot Development of Dance Unit Database Evaluation of Robot Dancing Conclusion References TMAR: Extension of a Tabletop Interface Using Mobile Augmented Reality Introduction ARTable [13] Tabletop Mobile AR SYSTEM System Overview Table Interface The Mobile AR Interface Common Space Implementation System Setup TMAR System Urban Planning Application User Study Conclusion and Future Work References Interacting with Augmented Assets in Cultural Tourism Introduction State of the Art The PRISMA Project Technical Description of the Prototype Components of the Prototype Performance of the Prototype Assesment of the Prototype in the Real Scenario Conclusions References Interactive Storytelling: Approaches and Techniques to Achieve Dynamic Stories Introduction Planning Based Interactive Storytelling Emotions Controlled Interactive Storytelling Modelling Emotions Motivations and Social Relationships Cooperation between Characters Emotional NPC and Interactive Storytelling Discussion and Future Direction Conclusions References Behavioural Reactive Agents to Define Personality Traits in the Videogame Überpong Introduction Related Work Creatures Black and White F.E.A.R (First Encounter Assault Recon) Unreal Tournament Sims AI to Produce Personality Traits Background Behavioural Reactive Agents Behavioural Reactive Agents for Überpong Implementation User Studies Method Results Conclusion and Future Work References ‘Killer Phrases’: Design Steps for a Game with Digital Role-Playing Agents Introduction: Conversations with Digital Characters Related Work Design Steps Initial Considerations The Process of Finding a Model for Emergent Dialogues Reducing the Complexity of the Model Learning Game Design Implementation / Authoring and Design of the Dialogues Tuning and Testing A First Evaluation of the Game Advantages of Using the Virtual Actors in This Scenario Disadvantages of Using Virtual Actors Conclusion References From Pencil to Magic Wand: Tangibles as Gateways to Virtual Stories Introduction Modes and Modalities for Interactivity Virtual Make Believe: Breaking the Fourth Wall with Tangibles Physicality and Naturality Physicality, Attachment and Emotions Physicality for Direct Control or Influence Physicality and Interaction: Getting the Right Balance Conclusions Game-Based Learning with Computers – Learning, Simulations, and Games Introduction Game-Based X and Games Game-Based X Is It a Game? Computer Science Aspects of Games: Properties and Simulations Properties of (Computer-) Games Simulation in Computer Games Learning, Motivation, and Transfer Learning or Playing? Examples Magic of Motivation Magic of Transfer Conclusion: Drawing Connections -- Game-Based Learning Core Attributes of Interactive Computer Games and Adaptive Use for Edutainment Introduction Interactive Games in Education Computer Game Design and Adaptive Use for Edutainment Capturing Learner’s Interest Anchoring Content to Reality Creating Learner Puzzlement Providing Generous Choices Focusing on the Flow Encouraging Collaboration Promoting Creativity Conclusion References Interactive Media Authoring Systems Introduction Design Consideration Browser Compatibility Server-Side Technology Client-Side Technology KooBits System KooBits System Overview Login System Design KooBits Workspace Design Client-Side Application: KooBits Editor Server-Side Application: KooBits Publisher WEB 2.0 Media Publisher Web 2.0 Slides Show Communication Modules Future Development Conclusion A Review of Using Virtual Reality for Learning Introduction Definition and Types of VR Application of VR in Educational Settings Non-immersive VR Applications Immersive VR Applications Reviews of Theoretical Model Instructional Design Theoretical Framework Conclusions References The Mental Vision Framework - A Platform for Teaching, Practicing and Researching with Computer Graphics and Virtual Reality Introduction Related Work Open and Closed Source 3D Graphics Engines Educational Frameworks Mental Vision Platform MVisio 3D Graphics Engine Pedagogical and Corollary Tools Implementation System Architecture Technical Details Cases of Study Mental Vision for Education During the Lessons Mental Vision for Practical Works Mental Vision for Research and Prove of Concept Conclusions and Future Work Making the Real World as a Game World to Learners by Applying Game-Based Learning Scenes into Ubiquitous Learning Environment Scenario Introduction Research Backgrounds Ubiquitous Learning and Game-Based Learning Knowledge Structure Learning Path Learner Profiles Scene Analysis Scene Definitions Relations between Scenes and Personalized Context-Awareness Knowledge Structure Game-Based Measurement with Learning Scenes Scenes Construction and Switching Scenes Construction Scenes Switching Principles Complete Example Game-Based Learning in Museum Scenario Individual Learning Path in Museum Conclusions References VR Bio X Games Introduction VR Games-To-Teach Solution Three-Dimensionality Integration Immersion and Presence Game Design for VR Games-To-Teach Interactivity Content Graphics Modeling and Visualization Interface Bio Learning Through VR Gaming Motivation Learning Goals Structure of the Game Protein Roller Coaster Game Bio Motor-Biking Games System Architecture Conclusion Results and Evaluation Challenges Curiosity and Imagination Future Work References Online Learning and Clinical Procedures: Rapid Development and Effective Deployment of Game-Like Interactive Simulations Introduction The Design and Implementation Methodology Creation of the Storyboard Planning Student Tracking and Assessment Implementation of the Storyboard Implementation of the Assessment Plan Gathering and Integrating the Art Assets Deployment as Part of a Training Program Case Study: Implementing a Simulation of the CVC Insertion Protocol Creation of the Storyboard: Description of the CVC Game Planning Student Tracking and Assessment Implementation of the Storyboard Implementation of the Tracking and Assessment Plan Gathering and Integrating the Art Assets Deployment as Part of the Training Program Discussion Development Costs Educational Value Integration with the Existing E-Learning Infrastructure Final Remarks References Author Index

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