Atnaujinkite slapukų nuostatas

El. knyga: Transactions on Edutainment II

Editor-in-chief , Editor-in-chief , Edited by , Editor-in-chief
  • Formatas: PDF+DRM
  • Serija: Transactions on Edutainment 5660
  • Išleidimo metai: 28-Jul-2009
  • Leidėjas: Springer-Verlag Berlin and Heidelberg GmbH & Co. K
  • Kalba: eng
  • ISBN-13: 9783642032707
  • Formatas: PDF+DRM
  • Serija: Transactions on Edutainment 5660
  • Išleidimo metai: 28-Jul-2009
  • Leidėjas: Springer-Verlag Berlin and Heidelberg GmbH & Co. K
  • Kalba: eng
  • ISBN-13: 9783642032707

DRM apribojimai

  • Kopijuoti:

    neleidžiama

  • Spausdinti:

    neleidžiama

  • El. knygos naudojimas:

    Skaitmeninių teisių valdymas (DRM)
    Leidykla pateikė šią knygą šifruota forma, o tai reiškia, kad norint ją atrakinti ir perskaityti reikia įdiegti nemokamą programinę įrangą. Norint skaityti šią el. knygą, turite susikurti Adobe ID . Daugiau informacijos  čia. El. knygą galima atsisiųsti į 6 įrenginius (vienas vartotojas su tuo pačiu Adobe ID).

    Reikalinga programinė įranga
    Norint skaityti šią el. knygą mobiliajame įrenginyje (telefone ar planšetiniame kompiuteryje), turite įdiegti šią nemokamą programėlę: PocketBook Reader (iOS / Android)

    Norint skaityti šią el. knygą asmeniniame arba „Mac“ kompiuteryje, Jums reikalinga  Adobe Digital Editions “ (tai nemokama programa, specialiai sukurta el. knygoms. Tai nėra tas pats, kas „Adobe Reader“, kurią tikriausiai jau turite savo kompiuteryje.)

    Negalite skaityti šios el. knygos naudodami „Amazon Kindle“.

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.
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.