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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 Patient | p. 17 |
A Haptic Virtual Environment for Molecular Chemistry Education | p. 28 |
ARGarden: Augmented Edutainment System with a Learning Companion | p. 40 |
Developing a Digital Game-Based Situated Learning System for Ocean Ecology | p. 51 |
A Pen-Based 3D Role Modeling Tool for Children | p. 62 |
A Reusable Eduventure Game Framework | p. 74 |
Construction and Evaluation of a Robot Dance System | p. 86 |
TMAR: Extension of a Tabletop Interface Using Mobile Augmented Reality | p. 96 |
Interacting with Augmented Assets in Cultural Tourism | p. 107 |
Interactive Storytelling: Approaches and Techniques to Achieve Dynamic Stories | p. 118 |
Behavioural Reactive Agents to Define Personality Traits in the Videogame Uberpong | p. 135 |
'Killer Phrases': Design Steps for a Game with Digital Role-Playing Agents | p. 150 |
From Pencil to Magic Wand: Tangibles as Gateways to Virtual Stories | p. 162 |
Game-Based Learning with Computers - Learning, Simulations, and Games | p. 172 |
Core Attributes of Interactive Computer Games and Adaptive Use for Edutainment | p. 191 |
Interactive Media Authoring Systems | p. 206 |
A Review of Using Virtual Reality for Learning | p. 231 |
The Mental Vision Framework - A Platform for Teaching, Practicing and Researching with Computer Graphics and Virtual Reality | p. 242 |
Making the Real World as a Game World to Learners by Applying Game-Based Learning Scenes into Ubiquitous Learning Environment | p. 261 |
VR Bio X Games | p. 278 |
Online Learning and Clinical Procedures: Rapid Development and Effective Deployment of Game-Like Interactive Simulations | p. 288 |
Author Index | p. 305 |
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