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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 covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 6th volume in this series represents a selection of 7 contributions from DMDCM 2011, the 5th International Conference on Digital Media and Digital Content Management, held in Chongqing, China, in December 2011, as well as 18 contributions from CASA 2011, the 24th International Conference on Computer Animation and Social Agents, held in Chengdu, China, in May 2011.
Computer assisted instruction --- Information systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- ICT (informatie- en communicatietechnieken) --- grafische vormgeving --- informatica --- multimedia --- computerondersteund onderwijs --- informatiesystemen --- robots
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We are very pleased to have the opportunity to bring forth the proceedings of the12thInternationalConferenceonVirtualSystemsandMultimedia (VSMM), held in Xi'an, China, in October 2006. This was the ?rst time that VSMM was sitedinChina.Thisyear,themaintopicoftheconferencewasnewdevelopments and solutions for cultural heritage, healthcare, gaming, robotics and the arts, focusingonthelatestadvancesintheinterdisciplinaryresearchamongthe?elds. We received over 180 submissions of papers from many countries. Finally 59 regular papers were selected for presentation at the conference and inclusion in theproceedings.Inordertoprovideaqualityconferenceandqualityproceedings, each paper was reviewed by at least two reviewers. The international program committee and reviewers did an excellent job within a tight schedule and we are proud of the technical program we put together. Manypeoplecontributedtotheconference.We?rstwishtothanktheVirtual Systems and Multimedia Society, who provided strong support to the whole process of the preparation of the conference. In particular, we would like to express our thanks to Takeo Ojika, Daniel Pletinckx (VSMM 2006 conference adviser) and Mario Santana Quintero for their organizational work. We are grateful to Nanning Zheng, Yuehu Liu, and Jianru Xue from Xi'an JiaotongUniversityfortheirhardworkonthelocalarrangements.Specialthanks to Jiaxing Wang, and Ling Chen from Tsinghua University, and Xiaohong Jiang from Zhejiang University. Last but not least, we would like to express our gratitude to all the contr- utors, reviewers, international program committee and organizing committee members, without whom the conference would not have been possible.
Human sciences (algemeen) --- Information systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- ICT (informatie- en communicatietechnieken) --- grafische vormgeving --- informatica --- multimedia --- sociale wetenschappen --- informatiesystemen --- robots
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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 covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 5th volume in this series represents a selection of 12 contributions from DMDCM 2010, the 5th International Conference on Digital Media and Digital Content Management, held in Chongqing, China, in December 2010, as well as 9 regular papers. The papers cover topics such as human-computer interaction, virtual exhibit, face recognition, character animation etc.; they moreover present a large number of application examples in the area of e-learning, game, animation, multimedia, and virtual reality which gives more broad view on the application of edutainment-related techniques.
Computer assisted instruction --- Information systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- ICT (informatie- en communicatietechnieken) --- grafische vormgeving --- informatica --- multimedia --- computerondersteund onderwijs --- informatiesystemen --- robots
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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 covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 27 papers of this volume deal with virtual human; graphics rendering and 3D animation; games and 2D animation; and digital media and its applications.
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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 covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This issue contains 10 outstanding contributions from the International Conference on E-Learning and Games, Edutainment 2011, as well as 14 regular papers which were partly selected from national conferences. The topics covered are game engine, using games to teach, identifying player emotion states, assessing the effects of educational games to multi-touch interaction, natural user interface, and virtual reality. Generally, the papers present a large number of examples of edutainment applications, giving more evidence on the high potential and impact of edutainment approaches.
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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.
Computer assisted instruction --- Information systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- ICT (informatie- en communicatietechnieken) --- grafische vormgeving --- informatica --- multimedia --- computerondersteund onderwijs --- informatiesystemen --- robots
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ICAT is the oldest international conference on virtual reality and tele-existence. ICAT 2006 not only looked for innovations in the technology itself, but also explored novel ways to transfer and express information and creative ideas to the society and people. The 16th International Conference on Artificial Reality and Telexistence was held at the Zhejiang University of Technology, Hangzhou, P. R. China from November 29 to December 1, 2006. The main purpose of the conference is to provide opportunities for researchers and practitioners to present their research findings and exchange opinions on the development and use of such systems. The conference included plenary invited talks, workshops, tutorials, and paper presentation tracks. The main conference received 523 submissions in total from 21 different countries, including China (mainland, Hong Kong, Taiwan), USA, UK, Germany, Austria, France, Australia, Canada, Korea, Japan, Malaysia, Mexico, etc. , of which 138 papers were accepted for this volume and 11 papers were invited to submit extended versions for a special issue of International Journal of Virtual Reality (IJVR, 5(4)).
Human sciences (algemeen) --- Information systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- beeldverwerking --- ICT (informatie- en communicatietechnieken) --- informatica --- multimedia --- sociale wetenschappen --- informatiesystemen --- KI (kunstmatige intelligentie) --- robots
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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 second volume in this series contains a selection of outstanding contributions from GDTW 2008, the 6th International Conference in Game Design and Technology, which took place in the UK, in November 2008, and Cyberworlds 2008, held in Hangzhou, China, in September 2008. These papers are complemented by contributions from international experts in this field.
Computer assisted instruction --- Audiovisual methods --- Information systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- ICT (informatie- en communicatietechnieken) --- onderwijstechnologie --- grafische vormgeving --- informatica --- multimedia --- computerondersteund onderwijs --- informatiesystemen
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E-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.
Computer assisted instruction --- Audiovisual methods --- Teaching --- onderwijstechnologie --- onderwijs --- computerondersteund onderwijs --- opvoeding
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With the technical advancement of digital media and the medium of communication in recent years, there is a widespread interest in digital entertainment. An emerging te- nical research area edutainment, or educational entertainment, has been accepted as education using digital entertainment. Edutainment has been recognized as an eff- tive way of learning using modern digital media tools, like computers, games, mobile phones, televisions, or other virtual reality applications, which emphasizes the use of entertainment with application to the education domain. The Edutainment conference series was established in 2006 and subsequently - ganized as a special event for researchers working in this new interest area of e-learning and digital entertainment. The main purpose of Edutainment conferences is to facilitate the discussion, presentation, and information exchange of the scientific and technological development in the new community. The Edutainment conference series becomes a valuable opportunity for researchers, engineers, and graduate s- dents to communicate at these international annual events. The conference series - cludes plenary invited talks, workshops, tutorials, paper presentation tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first event, the second (Edutainment 2007 in Hong Kong, China), third (Edutainment 2008 in Nanjing, China), and fourth editions (Edutainment 2009 in Banff, Canada) were organized. Edutainment 2010 was held during August 16-18, 2010 in Changchun, China. Two workshops were jointly org- ized together with Edutainment 2010.
Computer assisted instruction --- Teaching --- onderwijs --- computerondersteund onderwijs --- opvoeding
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