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E-Learning and Games : 12th International Conference, Edutainment 2018, Xi'an, China, June 28-30, 2018, Proceedings / edited by Abdennour El Rhalibi, Zhigeng Pan, Haiyan Jin, Dandan Ding, Andres A. Navarro-Newball, Yinghui Wang.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
El Rhalibi, Abdennour, Editor.
Pan, Zhigeng., Editor.
Jin, Haiyan., Editor.
Ding, Dandan., Editor.
Navarro-Newball, Andres A., Editor.
Wang, Yinghui, Editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
LNCS sublibrary. Information systems and applications, incl. Internet/Web, and HCI ; SL 3, 11462
Information Systems and Applications, incl. Internet/Web, and HCI ; 11462
Language:
English
Subjects (All):
Education-Data processing.
Computer vision.
Artificial intelligence.
User interfaces (Computer systems).
Human-computer interaction.
Social sciences-Data processing.
Computer engineering.
Computer networks.
Computers and Education.
Computer Vision.
Artificial Intelligence.
User Interfaces and Human Computer Interaction.
Computer Application in Social and Behavioral Sciences.
Computer Engineering and Networks.
Local Subjects:
Computers and Education.
Computer Vision.
Artificial Intelligence.
User Interfaces and Human Computer Interaction.
Computer Application in Social and Behavioral Sciences.
Computer Engineering and Networks.
Physical Description:
1 online resource (XV, 417 pages) : 195 illustrations, 163 illustrations in color.
Edition:
1st ed. 2019.
Contained In:
Springer Nature eBook
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2019.
System Details:
text file PDF
Summary:
This book constitutes the refereed proceedings of the 12th International Conference on e-Learning and Games, EDUTAINMENT 2018, held in Xi'an, China, in June 2018. The 32 full and 32 short papers presented in this volume were carefully reviewed and selected from 85 submissions. The papers were organized in topical sections named: virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; game rendering and animation; game rendering and animation and computer vision in edutainment; e-learning and game; and computer vision in edutainment.
Contents:
Virtual Reality and Augmented Reality in Edutainment
Barycentric shift model based VR application for detection and classification on body balance disorders
Simulating Waiting Hall with Mass Passengers
Geospatial Data Holographic Rendering Using Windows Mixed Reality
Developing an Augmented Reality Multiplayer Learning Game: Lessons Learned
Mixed reality-based simulator for training on imageless navigation skills in total hip replacement procedures
Naturally Interact With Mobile Virtual Reality by CAT
Avebury Portal - A Location-Based Augmented Reality Treasure Hunt for Archaeological Sites
Gamification for Serious Game and Training
An Analysis of Gamification Effect of Frequent-Flyer Program
A Serious Game for Learning the Conversation Method with Autism for Typically Developing
User Experience Research and Practice of Gamification for Driving Training
Affective Interaction Technology of Companion Robots for the Elderly: A Review
Gamification Strategies for an Introductory Algorithms and Programming Course
Graphics, Imaging and Applications
Structure Reconstruction of Indoor Scene from Terrestrial Laser Scanner
A Fast and Layered Real Rendering Method for Human Face Model-D-BRDF
A Queue-based Bandwidth Allocation Method for Streaming Media Servers in M-Learning VoD Systems
A Hole Repairing Method based on Edge-Preserving Projection
A Hole Repairing Method based on Slicing
An improved total variation denoising model
Spectral Dictionary Learning based Multispectral Image Compression
Intrinsic Co-decomposition for Stereoscopic Images
A Terrain Classification Method for POLSAR Images based on Modified Scattering Parameters
PolSAR Data Classification via Combined Similarity Based Immune Clonal Spectral Clustering
Game Rendering and Animation
Modeling Emotional Contagion for Crowd in Emergencies
A Semantic Parametric Model for 3D Human Body Reshaping
Dynamic Load Balancing for Massively Multiplayer Online Games Using OPNET
A slice-guided method of indoor scene structure retrieving
A Deep Reinforcement Learning Approach for Autonomous Car Racing
An Improved Bi-goal Algorithm for Many-Objective Optimization
3D human motion retrieval based on graph model
Game Rendering and Animation and Computer Vision in Position-based simulation of skeleton-driven characters
Parallel MOEA/D for Real-time Multi-objective Optimization Problems
Bearing-only and Bearing-Doppler Target Tracking Based on EKF
A motion-driven system for performing art
Latent Topic Model based Multi-feature Learning for PolSAR Terrain Classification
E-Learning and Game
TLogic: A tangible programming tool to help children solve problems
School-Enterprise Cooperative Innovation and Entrepreneurship Courses and Case Library of Emerging Engineering Education
The Dilemma in University Internal Governance and Exploration for the Innovative Solution
Interactive Web 3D Contents Development Framework Based on Linked Data for Japanese History Education
Collecting Visual Effect Linked Data using GWAP
E-learning Rhythm Design: case study using Fighting Games
A Mobile Learning System with Multi-point Interaction
Research on Mobile Learning System of Colleges and Universities
A study of Negative Emotion Regulation of College Students by Social Games Design
Analysis of College Students' Employment, Unemployment and Enrollment with Self-Organizing Maps
Hands on work game: neuro-pedagogical method to improve math fraction teaching
The Research on Serious Games in Social Skills Training for Children with Autism
A WebRTC E-Learning System Based on Kurento Media Server
A Plant Growing Game Based on Mobile Terminal and Embedded Technology
Computer Vision in Edutainment
Static 3D Hand Gesture Recognition Method
A Combined Deep Learning and Semi-Supervised Classification Algorithm for LS Area
A novel feature-based pose estimation method for 3D faces
Humanoid Robot Control Based on Deep Learning
Improved Modular Convolution Neural Network for Human Pose Estimation
Using Face Recognition to Detect "Ghost Writer" Cheating in Examination
Texture Image Segmentation Based on Stationary Directionlet Domain Probabilistic Graphical Model
Hand Pose Estimation using Convolutional Neural Networks and Support Vector Regression.
Other Format:
Printed edition:
ISBN:
978-3-030-23712-7
9783030237127
Access Restriction:
Restricted for use by site license.

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