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Entertainment for Education. Digital Techniques and Systems

Entertainment for Education. Digital Techniques and Systems
Author: Xiaopeng Zhang
Publisher: Springer Science & Business Media
Total Pages: 651
Release: 2010-07-30
Genre: Computers
ISBN: 3642145329

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This book constitutes the refereed proceedings of the 5th International Conference on E-learning and Games, Edutainment 2010, held in Changchun, China, in August 2010. The 60 revised full papers presented were carefully reviewed and selected from 222 submissions. The papers are organized in topical sections on E-learning tools and platforms; E-learning system for education; E-learning environments and applications: game techniques for edutainment; multimedia techniques for edutainment; and computer animation and graphics for edutainment.


Entertainment for Education. Digital Techniques and Systems

Entertainment for Education. Digital Techniques and Systems
Author: Xiaopeng Zhang
Publisher:
Total Pages: 635
Release: 2010
Genre: Computer science
ISBN:

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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.


Technologies for E-Learning and Digital Entertainment

Technologies for E-Learning and Digital Entertainment
Author: Zhigeng Pan
Publisher: Springer Science & Business Media
Total Pages: 808
Release: 2008-07-07
Genre: Business & Economics
ISBN: 3540697349

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This book constitutes the refereed proceedings of the Third International Conference on E-learning and Games, Edutainment 2008, held in Nanjing, China, in June 2008. The 83 revised full papers presented together with the abstract of 5 keynote speeches were carefully reviewed and selected from a total of 219 submissions. The papers are organized in topical sections on e-learning platforms and tools, e-learning system for education, application of e-learning systems, e-learning resource management, interaction in game and education, integration of game and education, game design and development, virtual characters, animation and navigation, graphics rendering and digital media, as well as geometric modeling in games and virtual reality.


Transactions on Edutainment IV

Transactions on Edutainment IV
Author: Zhigeng Pan
Publisher: Springer Science & Business Media
Total Pages: 287
Release: 2010-07-30
Genre: Computers
ISBN: 3642144837

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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 volume contains a selection of 12 outstanding contributions from Edutainment 2010, the 5th Int. Conference on E-Learning and Games, held in China in August 2009. The main focus of these papers is on e-learning system and applications, game techniques for learning, and virtual reality techniques for entertainment. In addition, 10 regular papers are included, which focus on virtual reality and game systems for learning and animation and interaction for entertainment.


Technologies for E-Learning and Digital Entertainment

Technologies for E-Learning and Digital Entertainment
Author: Kin-chuen Hui
Publisher: Springer
Total Pages: 974
Release: 2007-06-05
Genre: Computers
ISBN: 9783540730101

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This book constitutes the refereed proceedings of the Second International Conference on E-learning and Games, Edutainment 2007, held in Hong Kong, China, in June 2007. It covers virtual and augmented reality in game and education, virtual characters in games and education, e-learning platforms and tools, geometry in games and virtual reality, vision, imaging and video technology, as well as collaborative and distributed environments.


Transactions on Edutainment IV

Transactions on Edutainment IV
Author: Xiaopeng Zhang
Publisher: Springer
Total Pages: 287
Release: 2010-08-28
Genre: Education
ISBN: 3642144845

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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.


Handbook of Multimedia for Digital Entertainment and Arts

Handbook of Multimedia for Digital Entertainment and Arts
Author: Borko Furht
Publisher: Springer Science & Business Media
Total Pages: 764
Release: 2010-03-10
Genre: Computers
ISBN: 0387890246

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The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives. Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. The main focus of Handbook of Multimedia for Digital Entertainment and Arts targets interactive and online games, edutainment, e-performance, personal broadcasting, innovative technologies for digital arts, digital visual and auditory media, augmented reality, moving media, and other advanced topics. The final chapters of this book present future trends and developments within this explosive field. Handbook of Multimedia for Digital Entertainment and Arts serves as a primary reference for advanced-level students, researchers and professors studying computer science and electrical engineering. With the dramatic growth of interactive digital entertainment and art applications, this handbook is also suitable as a reference for practitioners, programmers, and engineers working in this field.


Revolutionizing Education with Digital Ink

Revolutionizing Education with Digital Ink
Author: Tracy Hammond
Publisher: Springer
Total Pages: 382
Release: 2016-05-19
Genre: Education
ISBN: 331931193X

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Derived from contributions to the Workshop on Pen and Touch Technology on Education (WIPTTE) in 2015, this edited volume highlights recent developments for pen and tablet research within the education system with a particular focus on hardware and software developments, comprising the perspectives of teachers, school and university administrators, and researchers for educators at every level. Split into six distinct parts, the book explores topics like how classrooms are increasingly using sketch-based videos, created by teachers and students alike, and how the teaching of key skills such as literacy, languages, math, and art via pen and touch technologies within the classroom are leading to improvements in engagement, learning, and retention levels amongst students. Future perspectives of digital learning, as envisioned by current high school students, are also explored. Revolutionizing Education with Digital Ink is a must-read for those seeking to understand the direction of current and future pen and touch research, its current use in classrooms, and future research directions.


Learning by Playing. Game-based Education System Design and Development

Learning by Playing. Game-based Education System Design and Development
Author: Maiga Chang
Publisher: Springer
Total Pages: 596
Release: 2009-07-31
Genre: Education
ISBN: 3642033644

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With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of “Edutainment” has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers, and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first (Edutainment 2006 in Hangzhou, China), the second (Edutainment 2007 in Hong Kong, China), and the third events (Edutainment 2008 in Nanjing, China), Edutainment 2009 was held August 9–11, 2009 in Banff, Canada. This year, we received 116 submissions from 25 different countries and regions - cluding Austria, Canada, China, Denmark, Finland, France, Germany, Greece, Hong Kong, Italy, Japan, Korea, Malaysia, Mexico, The Netherlands, Norway, Portugal, Singapore, Spain, Sweden, Switzerland, Taiwan, Trinidad and Tobago, UK, and USA.


Digital Game-Based Learning

Digital Game-Based Learning
Author: Marc Prensky
Publisher: Paragon House
Total Pages: 464
Release: 2007-03-01
Genre: Education
ISBN: 9781557788634

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Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.