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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 19 papers presented in the 14th issue were organized in topical sections named: 3D modeling and visualization; image; e-learning and games; and miscellaneous.
Computer science. --- Artificial intelligence. --- Image processing. --- Application software. --- Education --- Computer Science. --- Image Processing and Computer Vision. --- Artificial Intelligence (incl. Robotics). --- Computers and Education. --- Computer Appl. in Social and Behavioral Sciences. --- Data processing. --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Pictorial data processing --- Picture processing --- Processing, Image --- Imaging systems --- Optical data processing --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Informatics --- Science --- Computer vision. --- Education. --- Social sciences --- Artificial Intelligence. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Machine vision --- Vision, Computer --- Artificial intelligence --- Image processing --- Pattern recognition systems --- Computer games. --- Application software --- Electronic games --- Optical data processing. --- Education—Data processing. --- Optical computing --- Visual data processing --- Integrated optics --- Photonics --- Computers --- Optical equipment
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This book constitutes the refereed proceedings of the 10th International Conference on E-Learning and Games, Edutainment 2016, held in Hangzhou, China, in April 2016. The 36 full papers presented were carefully reviewed and selected from 60 submissions. They are organized in the following topical sections: E-learning and game; graphics, imaging and applications; intelligent data analytics and visualization.
Computer science. --- Multimedia information systems. --- User interfaces (Computer systems). --- Computer graphics. --- Education --- Personal computers. --- Computer Science. --- Personal Computing. --- Computers and Education. --- User Interfaces and Human Computer Interaction. --- Information Systems Applications (incl. Internet). --- Multimedia Information Systems. --- Computer Graphics. --- Data processing. --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Interfaces, User (Computer systems) --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Informatics --- Minicomputers --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Human-machine systems --- Human-computer interaction --- Information storage and retrieval systems --- Science --- Digital techniques --- Education. --- Multimedia systems. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- User interfaces (Computer systems) --- Education-Data processing. --- Microcomputers. --- Education—Data processing. --- Application software. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software
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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 17 papers presented in the 12th issue were organized in four parts dealing with: games; human-computer interaction; image and graphics; and applications. .
Computer science. --- Algorithms. --- Data mining. --- User interfaces (Computer systems). --- Image processing. --- Pattern recognition. --- Education --- Computer Science. --- Computers and Education. --- User Interfaces and Human Computer Interaction. --- Image Processing and Computer Vision. --- Pattern Recognition. --- Data Mining and Knowledge Discovery. --- Algorithm Analysis and Problem Complexity. --- Data processing. --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- Design perception --- Pattern recognition --- Pictorial data processing --- Picture processing --- Processing, Image --- Interfaces, User (Computer systems) --- Algorithmic knowledge discovery --- Factual data analysis --- KDD (Information retrieval) --- Knowledge discovery in data --- Knowledge discovery in databases --- Mining, Data --- Algorism --- Informatics --- Form perception --- Perception --- Figure-ground perception --- Imaging systems --- Optical data processing --- Human-machine systems --- Human-computer interaction --- Database searching --- Algebra --- Arithmetic --- Science --- Foundations --- Education. --- Computer vision. --- Optical pattern recognition. --- Computer software. --- Software, Computer --- Computer systems --- Pattern perception --- Perceptrons --- Visual discrimination --- Machine vision --- Vision, Computer --- Artificial intelligence --- Image processing --- Pattern recognition systems --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Computer games. --- Application software --- Electronic games --- Education—Data processing. --- Optical data processing. --- Optical computing --- Visual data processing --- Bionics --- Electronic data processing --- Integrated optics --- Photonics --- Computers --- Optical equipment
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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 25 papers presented in the 13th issue were organized in topical sections named: learning games and visualization; virtual reality and applications; 3D graphics technology, multimedia computing, and others. .
Computer science. --- Computer communication systems. --- Special purpose computers. --- User interfaces (Computer systems). --- Artificial intelligence. --- Computer graphics. --- Image processing. --- Computer Science. --- Image Processing and Computer Vision. --- Computer Graphics. --- Artificial Intelligence (incl. Robotics). --- User Interfaces and Human Computer Interaction. --- Special Purpose and Application-Based Systems. --- Computer Communication Networks. --- Pictorial data processing --- Picture processing --- Processing, Image --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Interfaces, User (Computer systems) --- Special purpose computers --- Communication systems, Computer --- Computer communication systems --- Data networks, Computer --- ECNs (Electronic communication networks) --- Electronic communication networks --- Networks, Computer --- Teleprocessing networks --- Informatics --- Imaging systems --- Optical data processing --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Bionics --- Cognitive science --- Digital computer simulation --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Human-machine systems --- Human-computer interaction --- Computers --- Data transmission systems --- Digital communications --- Electronic systems --- Information networks --- Telecommunication --- Cyberinfrastructure --- Network computers --- Science --- Digital techniques --- Distributed processing --- Computer vision. --- Software engineering. --- Artificial Intelligence. --- Computer software engineering --- Engineering --- Machine vision --- Vision, Computer --- Artificial intelligence --- Pattern recognition systems --- Computer games. --- Application software --- Electronic games --- Optical data processing. --- Optical computing --- Visual data processing --- Integrated optics --- Photonics --- Optical equipment
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Educational technology --- Computer-assisted instruction --- Computer graphics
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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 presented in this issue were organized in topical sections named: e-learning and on-line apps; image and graphics; VR/AR; CV and AI; and animation and miscellaneous. .
Computer-assisted instruction. --- CAI (Computer-assisted instruction) --- Computer-aided instruction --- Computer-assisted learning --- Computer based instruction --- Computer-enhanced learning --- Electronic data processing in programmed instruction --- ILSs (Integrated learning systems) --- Integrated learning systems --- Microcomputer-aided instruction --- Microcomputer-assisted instruction --- Microcomputer-assisted learning --- Microcomputer-based instruction --- Teaching --- Education --- Educational technology --- Programmed instruction --- Telematics --- Data processing --- Optical data processing. --- Computer organization. --- Computers. --- Application software. --- Machine learning. --- Pattern recognition. --- Image Processing and Computer Vision. --- Computer Systems Organization and Communication Networks. --- Information Systems and Communication Service. --- Computer Appl. in Social and Behavioral Sciences. --- Machine Learning. --- Pattern Recognition. --- Design perception --- Pattern recognition --- Form perception --- Perception --- Figure-ground perception --- Learning, Machine --- Artificial intelligence --- Machine theory --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Automatic computers --- Automatic data processors --- Computer hardware --- Computing machines (Computers) --- Electronic brains --- Electronic calculating-machines --- Electronic computers --- Hardware, Computer --- Computer systems --- Cybernetics --- Calculators --- Cyberspace --- Organization, Computer --- Electronic digital computers --- Optical computing --- Visual data processing --- Bionics --- Electronic data processing --- Integrated optics --- Photonics --- Computers --- Optical equipment
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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 19 papers presented in the 15th issue were organized in the following topical sections: multimedia; simulation; cybersecurity; and e-learning. .
Computer vision. --- Education. --- Social sciences --- Computer security. --- Computer science. --- Image Processing and Computer Vision. --- Computers and Education. --- Computer Appl. in Social and Behavioral Sciences. --- Systems and Data Security. --- User Interfaces and Human Computer Interaction. --- Data processing. --- Informatics --- Science --- Computer privacy --- Computer system security --- Computer systems --- Computers --- Cyber security --- Cybersecurity --- Electronic digital computers --- Protection of computer systems --- Security of computer systems --- Data protection --- Security systems --- Hacking --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Machine vision --- Vision, Computer --- Artificial intelligence --- Image processing --- Pattern recognition systems --- Protection --- Security measures --- Education --- Computer-assisted instruction. --- CAI (Computer-assisted instruction) --- Computer-aided instruction --- Computer-assisted learning --- Computer based instruction --- Computer-enhanced learning --- Electronic data processing in programmed instruction --- ILSs (Integrated learning systems) --- Integrated learning systems --- Microcomputer-aided instruction --- Microcomputer-assisted instruction --- Microcomputer-assisted learning --- Microcomputer-based instruction --- Educational technology --- Programmed instruction --- Telematics --- Data processing --- Optical data processing. --- Education—Data processing. --- Application software. --- User interfaces (Computer systems). --- Optical computing --- Visual data processing --- Bionics --- Electronic data processing --- Integrated optics --- Photonics --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Optical equipment
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This book constitutes the refereed proceedings of the 12th International Conference on e-Learning and Games, EDUTAINMENT 2018, held in Xi’an, China, in June 2018. The 32 full and 32 short papers presented in this volume were carefully reviewed and selected from 85 submissions. The papers were organized in topical sections named: virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; game rendering and animation; game rendering and animation and computer vision in edutainment; e-learning and game; and computer vision in edutainment.
Education—Data processing. --- Optical data processing. --- Artificial intelligence. --- User interfaces (Computer systems). --- Application software. --- Computer organization. --- Computers and Education. --- Image Processing and Computer Vision. --- Artificial Intelligence. --- User Interfaces and Human Computer Interaction. --- Computer Appl. in Social and Behavioral Sciences. --- Computer Systems Organization and Communication Networks. --- Organization, Computer --- Electronic digital computers --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Optical computing --- Visual data processing --- Integrated optics --- Photonics --- Computers --- Optical equipment --- Education --- Data processing. --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- Computer-assisted instruction --- Educational technology
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