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9783540697374

Transactions on Edutainment I

by ; ;
  • ISBN13:

    9783540697374

  • ISBN10:

    3540697373

  • Format: Paperback
  • Copyright: 2008-08-03
  • Publisher: Springer Verlag

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Summary

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.

Table of Contents

Designing an Educational Game: Case Study of 'Europe 2045'p. 1
Timed Automata-Based Rehabilitation Training Game Design for the Affected Lower Extremity of Hemiparetic Patientp. 17
A Haptic Virtual Environment for Molecular Chemistry Educationp. 28
ARGarden: Augmented Edutainment System with a Learning Companionp. 40
Developing a Digital Game-Based Situated Learning System for Ocean Ecologyp. 51
A Pen-Based 3D Role Modeling Tool for Childrenp. 62
A Reusable Eduventure Game Frameworkp. 74
Construction and Evaluation of a Robot Dance Systemp. 86
TMAR: Extension of a Tabletop Interface Using Mobile Augmented Realityp. 96
Interacting with Augmented Assets in Cultural Tourismp. 107
Interactive Storytelling: Approaches and Techniques to Achieve Dynamic Storiesp. 118
Behavioural Reactive Agents to Define Personality Traits in the Videogame Uberpongp. 135
'Killer Phrases': Design Steps for a Game with Digital Role-Playing Agentsp. 150
From Pencil to Magic Wand: Tangibles as Gateways to Virtual Storiesp. 162
Game-Based Learning with Computers - Learning, Simulations, and Gamesp. 172
Core Attributes of Interactive Computer Games and Adaptive Use for Edutainmentp. 191
Interactive Media Authoring Systemsp. 206
A Review of Using Virtual Reality for Learningp. 231
The Mental Vision Framework - A Platform for Teaching, Practicing and Researching with Computer Graphics and Virtual Realityp. 242
Making the Real World as a Game World to Learners by Applying Game-Based Learning Scenes into Ubiquitous Learning Environmentp. 261
VR Bio X Gamesp. 278
Online Learning and Clinical Procedures: Rapid Development and Effective Deployment of Game-Like Interactive Simulationsp. 288
Author Indexp. 305
Table of Contents provided by Blackwell. All Rights Reserved.

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