
Transactions on Edutainment II
Abdennour El Rhalibi(Editor)
Springer (Publisher)
Published on 30. July 2009
Book
Paperback/Softback
XII, 313 pages
978-3-642-03269-1 (ISBN)
Description
With great pleasure we present the second volume of the new journal Trans- tions on Edutainment. This journal, part of the Springer series Lecture Notes in ComputerScience,isdevotedtoresearchanddevelopmentinthe?eldofeduta- ment. Edutainment, also known as educational entertainment or entertainme- education, denotes all forms of entertainment designed to educate as well as to provide fun. This approach is motivated by the increasing demands on indivi- alsforlife-longlearningandtheneedtointegratee?ectivelearningopportunities throughout life. As such, edutainment has attracted increasing interest in the last few years. The ?rst ?ve articles of this issue represent a selection of outstanding cont- butionsfromGDTW2008,the6thInternationalConferenceinGameDesignand Technology held in the UK, in November 2008. The main aims of the workshop are: (1) To provide a forum to discuss state-of-the-art games design and current and future games technology with the specialists.
(2) To enable academics and researchersincomputergametechnologyandcomputerentertainmenttopresent their work during the research sessions, and to seek opportunities for collabo- tion with industry and for academic researchpartners. (3) To facilitate relati- ships and collaboration between academics promoting computer games techn- ogy courses, the UK games industry and supporting organizations. These ?ve papers cover mainly the topic of edutainment platforms or methodology: "Co- dinating Heterogeneous Game-Based Learning Approaches in Online Learning Environments," "Networking Middleware and Online-Deployment Mechanisms for Java-Based Games," "A Testbed for P2P Gaming Using Time Warp, How to Steer Characters in Group Games," and "Time-Based Personalized Mobile Game Downloading. " The next six articles represent a selection of outstanding contributions from Cyberworlds 2008 held in Hangzhou, China, in September 2008.
(2) To enable academics and researchersincomputergametechnologyandcomputerentertainmenttopresent their work during the research sessions, and to seek opportunities for collabo- tion with industry and for academic researchpartners. (3) To facilitate relati- ships and collaboration between academics promoting computer games techn- ogy courses, the UK games industry and supporting organizations. These ?ve papers cover mainly the topic of edutainment platforms or methodology: "Co- dinating Heterogeneous Game-Based Learning Approaches in Online Learning Environments," "Networking Middleware and Online-Deployment Mechanisms for Java-Based Games," "A Testbed for P2P Gaming Using Time Warp, How to Steer Characters in Group Games," and "Time-Based Personalized Mobile Game Downloading. " The next six articles represent a selection of outstanding contributions from Cyberworlds 2008 held in Hangzhou, China, in September 2008.
More details
Series
Edition
2009 ed.
Language
English
Place of publication
Berlin
Germany
Publishing group
Springer Berlin
Target group
Professional and scholarly
Research
Illustrations
XII, 313 p.
Dimensions
Height: 235 mm
Width: 155 mm
Thickness: 18 mm
Weight
499 gr
ISBN-13
978-3-642-03269-1 (9783642032691)
DOI
10.1007/978-3-642-03270-7
Schweitzer Classification
Persons
Content
Papers from GDTW 2008.- Coordinating Heterogeneous Game-Based Learning Approaches in Online Learning Environments.- Networking Middleware and Online-Deployment Mechanisms for Java-Based Games.- A Testbed for P2P Gaming Using Time Warp.- How to Steer Characters in Group Games.- Time-Based Personalised Mobile Game Downloading.- Papers from Cyberworlds 2008.- Adopting Virtual Characters in Virtual Systems from the Perspective of Communication Studies.- Teaching Me Softly: Experiences and Reflections on Informal Educational Game Design.- Visual Haptic-Based Biomolecular Docking and Its Applications in E-Learning.- Exploring Movie Recommendation System Using Cultural Metadata.- Virtual and Augmented Reality Tools for Teleoperation: Improving Distant Immersion and Perception.- HES-SPATO: An Online History Educational System Based on SCORM.- Regular Papers.- Pyvox 2: An Audio Game Accessible to Visually Impaired People Playable without Visual Nor Verbal Instructions.- Design Tools for Online Educational Games: Concept and Application.- Earth and Planetary System Science Game Engine.- A XML Tree Based Leveled Filtering Method and Its Application.- Fostering Students' Participation in Face-to-Face Interactions and Deepening Their Understanding by Integrating Personal and Shared Spaces.- Make Learning Fun with Programming Contests.- KEI-Time Traveler: A Virtual Time Machine with Mobile Phones for Learning Local History.- A 3D Campus on the Internet - A Networked Mixed Reality Environment.- Photo Realistic 3D Cartoon Face Modeling Based on Active Shape Model.