Transactions on Edutainment VIII

Transactions on Edutainment VIII
Author: Maiga Chang
Publsiher: Springer
Total Pages: 280
Release: 2012-06-05
Genre: Education
ISBN: 3642314392

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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.

Transactions on Edutainment XII

Transactions on Edutainment XII
Author: Zhigeng Pan
Publsiher: Springer
Total Pages: 209
Release: 2016-05-10
Genre: Education
ISBN: 3662505444

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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.

Transactions on Edutainment VI

Transactions on Edutainment VI
Author: Zhigeng Pan
Publsiher: Springer
Total Pages: 266
Release: 2011-09-06
Genre: Computers
ISBN: 3642226396

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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 6th volume in this series represents a selection of 7 contributions from DMDCM 2011, the 5th International Conference on Digital Media and Digital Content Management, held in Chongqing, China, in December 2011, as well as 18 contributions from CASA 2011, the 24th International Conference on Computer Animation and Social Agents, held in Chengdu, China, in May 2011. The topics covered are: pen-based interface, urban heat island simulation, BR-based on-line expo, physically-based tree animation, 3D face texture stitching, chessboard corner extraction, textured-based tracking, motion control, motion capture and retargeting, path planning, physics based animation, image based animation, behavioral animation, artificial life, deformation, facial animation, multi-resolution and multi-scale models, knowledge-based animation, motion synthesis; social agents and avatars, emotion and personality, virtual humans, autonomous actors, AI based animation, social and conversational agents, inter-agent communication, social behavior, gesture generation, crowd simulation; animation compression and transmission, semantics and ontologies for virtual humans and virtual environments, animation analysis and structuring, anthropometric virtual human models, acquisition and reconstruction of animation data, level of details, semantic representation of motion and animation, medical simulation, cultural heritage, interaction for virtual humans, augmented reality and virtual reality, computer games and online virtual worlds.

Transactions on Edutainment V

Transactions on Edutainment V
Author: Xubo Yang
Publsiher: Springer
Total Pages: 271
Release: 2011-01-27
Genre: Computers
ISBN: 3642184529

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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 5th volume in this series represents a selection of 12 contributions from DMDCM 2010, the 5th International Conference on Digital Media and Digital Content Management, held in Chongqing, China, in December 2010, as well as 9 regular papers. The papers cover topics such as human-computer interaction, virtual exhibit, face recognition, character animation etc.; they moreover present a large number of application examples in the area of e-learning, game, animation, multimedia, and virtual reality which gives more broad view on the application of edutainment-related techniques.

Interdisciplinary and International Perspectives on 3D Printing in Education

Interdisciplinary and International Perspectives on 3D Printing in Education
Author: Santos, Ieda M.
Publsiher: IGI Global
Total Pages: 346
Release: 2018-11-23
Genre: Education
ISBN: 1522570195

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Although 3D printing technologies are still a rarity in many classrooms and other educational settings, their far-reaching applications across a wide range of subjects make them a desirable instructional aid. Effective implementation of these technologies can engage learners through project-based learning and exploration of objects. Interdisciplinary and International Perspectives on 3D Printing in Education is a collection of advanced research that facilitates discussions on interdisciplinary fields and international perspectives, from kindergarten to higher education, to inform the uses of 3D printing in education from diverse and broad perspectives. Covering topics such as computer-aided software, learning theories, and educational policy, this book is ideally designed for educators, practitioners, instructional designers, and researchers.

Transactions on Edutainment I

Transactions on Edutainment I
Author: Abdennour El Rhalibi
Publsiher: Springer
Total Pages: 305
Release: 2008-06-26
Genre: Language Arts & Disciplines
ISBN: 3540697446

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This volume contains contributions from Edutainment 2008, the 3rd International Conference on E-Learning and Games. It serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies in the field.

Innovative Teaching Strategies and New Learning Paradigms in Computer Programming

Innovative Teaching Strategies and New Learning Paradigms in Computer Programming
Author: Ricardo Queirós
Publsiher: IGI Global
Total Pages: 313
Release: 2014-11-30
Genre: Education
ISBN: 1466673052

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Courses in computer programming combine a number of different concepts, from general problem-solving to mathematical precepts such as algorithms and computational intelligence. Due to the complex nature of computer science education, teaching the novice programmer can be a challenge. Innovative Teaching Strategies and New Learning Paradigms in Computer Programming brings together pedagogical and technological methods to address the recent challenges that have developed in computer programming courses. Focusing on educational tools, computer science concepts, and educational design, this book is an essential reference source for teachers, practitioners, and scholars interested in improving the success rate of students.

Authentic Virtual World Education

Authentic Virtual World Education
Author: Sue Gregory
Publsiher: Springer
Total Pages: 206
Release: 2017-09-23
Genre: Education
ISBN: 9811063826

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The book presents the possibilities and realities of virtual worlds in education through the application of 3D virtual worlds to support authentic learning, creativity, learner engagement and cultural diversity in higher education. It includes a unique variety of cross disciplinary approaches to research, teaching and learning in a virtual world, including analysis of data from the experiences of students in education, law, Chinese language, sustainability, computer architecture, business, health and the Arts. The book provides unique learning experiences that have celebrated the rich media of virtual world environments through the utilisation of affordances such as simulation, bots, synchronous interaction, machinima and games. The perspectives come from Australia and New Zealand higher education academics but transferable to any higher educational institution in the sector, worldwide, and is significant to various disciplines in the higher education field.

Recent Developments in Mechatronics and Intelligent Robotics

Recent Developments in Mechatronics and Intelligent Robotics
Author: Feng Qiao
Publsiher: Springer
Total Pages: 572
Release: 2017-11-11
Genre: Technology & Engineering
ISBN: 3319709909

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This book gathers the Proceedings of the International Conference on Mechatronics and Intelligent Robotics (ICMIR2017), held in Kunming, China, on May 20–21, 2017. The book covers a total of 172 papers, which have been divided into seven different sections: Intelligent Systems, Intelligent Sensors & Actuators, Robotics, Mechatronics, Modeling & Simulation, Automation & Control, and Robot Vision. ICMIR2017 provided a vital forum for discussing the latest and most innovative ideas from both the industrial and academic worlds, and for sharing best practices in the fields of mechanical engineering, mechatronics, automatic control, electrical engineering, finite element analysis and computational engineering. The main focus of the conference was on promoting interaction between academia and industry, allowing the free exchange of ideas and challenges faced by these two key stakeholders and encouraging future collaboration between the members of these groups. The proceedings cover new findings in the following areas of research and will offer readers valuable insights: Mechatronics Intelligent mechatronics, robotics and biomimetics; Novel and unconventional mechatronic systems; Modeling and control of mechatronics systems; Elements, structures and mechanisms of micro and nano systems; Sensors, wireless sensor networks and multi-sensor data fusion; Biomedical and rehabilitation engineering, prosthetics and artificial organs; Artificial Intelligence (AI), neural networks and fuzzy logic in mechatronics and robotics; Industrial automation, process control and networked control systems; Telerobotics, Human–Computer Interaction; and Human–Robot Interaction. Robotics Artificial Intelligence; Bio-inspired robotics; Control algorithms and control systems; Design theories and principles; Evolutional robotics; Field robotics; Force sensors, accelerometers, and other measuring devices; Healthcare robotics; Human–Robot Interaction; Kinematics and dynamics analysis; Manufacturing robotics; Mathematical and computational methodologies in robotics; Medical robotics; Parallel robots and manipulators; Robotic cognition and emotion; Robotic perception and decisions; Sensor integration, fusion, and perception; and Social robotics.

The Pharmaceutical Journal and Transactions

The Pharmaceutical Journal and Transactions
Author:
Publsiher:
Total Pages: 218
Release: 1857
Genre: Pharmacy
ISBN:

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Transactions on Edutainment III

Transactions on Edutainment III
Author: Maiga Chang
Publsiher: Springer Science & Business Media
Total Pages: 284
Release: 2010-01-20
Genre: Computers
ISBN: 3642112447

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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 third volume in this series contains a selection of 12 outstanding contributions from Edutainment 2009, the 4th International Conference on E-Learning and Games, held in Canada in August 2009. The main focus of these papers is on the use of games to stimulate learners. In addition, 10 regular papers are included, presenting a wide range of edutainment tools and applications.

Universal Access in Human Computer Interaction Design and Development Methods for Universal Access

Universal Access in Human Computer Interaction  Design and Development Methods for Universal Access
Author: Constantine Stephanidis
Publsiher: Springer
Total Pages: 557
Release: 2014-05-15
Genre: Computers
ISBN: 3319074377

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The four-volume set LNCS 8513-8516 constitutes the refereed proceedings of the 8th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, jointly with 14 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences was carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 251 contributions included in the UAHCI proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 51 papers included in this volume are organized in the following topical sections: design for all methods, techniques, and tools; development methods and tools for universal access; user models, adaption and personalization; natural, multimodal and multisensory interaction and brain-computer interfaces.

Transactions of the American Society of Mechanical Engineers

Transactions of the American Society of Mechanical Engineers
Author: American Society of Mechanical Engineers
Publsiher:
Total Pages: 1120
Release: 1889
Genre: Mechanical engineering
ISBN:

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Vols. 2, 4-11, 62-68 include the Society's Membership list; v. 55-80 include the Journal of applied mechanics (also issued separately) as contributions from the Society's Applied Mechanics Division.

Transactions of ASME

Transactions of ASME
Author:
Publsiher:
Total Pages: 1110
Release: 1889
Genre: Mechanical engineering
ISBN:

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Transactions on Edutainment IV

Transactions on Edutainment IV
Author: Zhigeng Pan
Publsiher: 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.

Advances on Broad Band Wireless Computing Communication and Applications

Advances on Broad Band Wireless Computing  Communication and Applications
Author: Leonard Barolli
Publsiher: Springer Nature
Total Pages: 464
Release: 2020-10-07
Genre: Technology & Engineering
ISBN: 3030611086

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This book aims to provide the latest research findings, innovative research results, methods and development techniques from both theoretical and practical perspectives related to the emerging areas of broadband and wireless computing. Information networks of today are going through a rapid evolution. Different kinds of networks with different characteristics are emerging, and they are integrating in heterogeneous networks. For these reasons, there are many interconnection problems which may occur at different levels of the hardware and software design of communicating entities and communication networks. These kinds of networks need to manage an increasing usage demand, provide support for a significant number of services, guarantee their QoS, and optimize the network resources. The success of all-IP networking and wireless technology has changed the ways of living the people around the world. The progress of electronic integration and wireless communications is going to pave the way to offer people the access to the wireless networks on the fly, based on which all electronic devices will be able to exchange the information with each other in ubiquitous way whenever necessary.

Proceedings of the Future Technologies Conference FTC 2018

Proceedings of the Future Technologies Conference  FTC  2018
Author: Kohei Arai
Publsiher: Springer
Total Pages: 1174
Release: 2018-10-17
Genre: Technology & Engineering
ISBN: 3030026868

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The book, presenting the proceedings of the 2018 Future Technologies Conference (FTC 2018), is a remarkable collection of chapters covering a wide range of topics, including, but not limited to computing, electronics, artificial intelligence, robotics, security and communications and their real-world applications. The conference attracted a total of 503 submissions from pioneering researchers, scientists, industrial engineers, and students from all over the world. After a double-blind peer review process, 173 submissions (including 6 poster papers) have been selected to be included in these proceedings. FTC 2018 successfully brought together technology geniuses in one venue to not only present breakthrough research in future technologies but to also promote practicality and applications and an intra- and inter-field exchange of ideas. In the future, computing technologies will play a very important role in the convergence of computing, communication, and all other computational sciences and applications. And as a result it will also influence the future of science, engineering, industry, business, law, politics, culture, and medicine. Providing state-of-the-art intelligent methods and techniques for solving real-world problems, as well as a vision of the future research, this book is a valuable resource for all those interested in this area.