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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.This volume contains papers from the International Conference on E-Learning and Games, Edutainment 2011 as well as other conferences. It presents a large number of examples of edutainment applications, showing the high potential of edutainment approaches.Analysis of Brainwave Characteristics for Playing Heterogeneous Computer Games.-Exploitation in Context-Sensitive Affect Sensing from Improvisational Interaction.-Hybrid Document Matching Method for Page Identification of Digilog Books.-Game Design Considerations When Using Non-touch Based NaturalUser Interface.-Effects of the Sequence of Game-Play and Game-Design on Novices Motivation, Flow, and Performance.-Behavioral Traits of the Online Parent-Child Game Players: A Case Study and Its Inspirations.-Towards an Open Source Game Engine for Teaching and Research.-Designing a Mixed Digital Signage and Multi-touch Interaction for SlĂ
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