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Titlebook: Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications; 6th International Co Maiga Chang,Wu-Yuin Hw

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发表于 2025-3-21 18:48:36 | 显示全部楼层 |阅读模式
书目名称Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications
副标题6th International Co
编辑Maiga Chang,Wu-Yuin Hwang,Wolfgang Müller
视频video
概述Up-to-date results.Fast-track conference proceedings.State-of-the-art research
丛书名称Lecture Notes in Computer Science
图书封面Titlebook: Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications; 6th International Co Maiga Chang,Wu-Yuin Hw
描述.This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. .The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment..
出版日期Conference proceedings 2011
关键词Animation techniques; Collaborative learning; Digital classroom; Game-based learning; Interactive learni
版次1
doihttps://doi.org/10.1007/978-3-642-23456-9
isbn_softcover978-3-642-23455-2
isbn_ebook978-3-642-23456-9Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightSpringer-Verlag GmbH Berlin Heidelberg 2011
The information of publication is updating

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The Development of the AR-Fitness System in Educationpportunities. Augmented reality (AR) has been recognized as an advance technology allowing learners to interact with both virtual and real worlds, while at the same time bringing in potential enhancements to the learning process. In addition to the effect of AR on learning, many recent studies have
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ARMate: An Interactive AR Character Responding to Real Objects such as LEGO assembly guidance and explanation about historical artifacts. Even though these characters respond to interaction with users, they could not create substantial effects or changes in a real space. Therefore, this limitation makes users reduce their coexistence with the AR characters. In
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The Application of Augmented Reality to Design Educationre previously accomplished by face-to-face communication. The growth and dispersion of computer assisted instruction stimulate design educators to develop pedagogically effective learning models for traditionally studio-based design education to cope with the pressure of globalized competition and t
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Design and Application of the Augmented Reality with Digital Museum and Digital Heritagethe components, and then output "Quest 3D" file to interior planning and layout, interactive virtual exhibition use Game engine, so that users can such as immersive have through the internet. This main purpose of this paper Virtual reality mode of operation is no longer confined to the input device,
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A Virtual Computational Paper Folding Environment Based on Computer Algebraic SystemBut there are some inconvenience when you practice traditional origami on geometry. In this study, a computational origami environment has been developed. Huzita axioms are implemented with a computer algebra system (CAS). CAS not only deals with fundamental computation of axioms but also can prove
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Physically-Based Virtual Glove Puppetamics of glove puppet and allows user to interactively observe and manipulate the motion of the virtual puppet. With physics simulation techniques, we can generate realistic motion of the virtual puppet with high-level inputs. In our system, the puppet is modeled as a multi-body object with many deg
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Potential of Second Life for Psychological Counseling: A Comparative Approachaditional face-to-face counseling, internet counseling and Second Life counseling were rated along nine distinct features identified as most relevant to psychological counseling. Data collected from a group of 312 university students are being analyzed at the present time. Results shall be able to e
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