With the widespread interest in digital entertainment and the advances in the tech- logies of computer graphics, multimedia and virtual reality technologies, a new area 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 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...
With the widespread interest in digital entertainment and the advances in the tech- logies of computer graphics, multimedia and virtual reality techno...
Covers aspects from Educational and Game Theories, Human-Computer Interaction, Computer Graphics, Artificial Intelligence, and Systems Design. This volume contains a selection of contributions from Edutainment 2008, the 3rd International Conference on E-Learning and Games which took place in Nanjing, China, in June 2008.
Covers aspects from Educational and Game Theories, Human-Computer Interaction, Computer Graphics, Artificial Intelligence, and Systems Design. This vo...
With great pleasure we would like to present the third volume of the journal Trans- tions on Edutainment. This journal, part of the Springer series Lecture Notes in C- puter Science, is devoted to research and development in the field of edutainment. Edutainment, also known as educational entertainment or entertainment-education, denotes all forms of entertainment designed to educate as well as to provide fun. This approach is motivated by the growing demands on individuals for life-long learning and the need to integrate effective learning opportunities throughout life. As such, edutainment...
With great pleasure we would like to present the third volume of the journal Trans- tions on Edutainment. This journal, part of the Springer series Le...
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...
With the technical advancement of digital media and the medium of communication in recent years, there is a widespread interest in digital entertainme...
This journal 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.
This journal serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations,...
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 27 papers of this volume deal with virtual humans; graphics...
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical inve...
This book constitutes the refereed proceedings of the 10th International Conference on E-Learning and Games, Edutainment 2016, held in Hangzhou, China, in April 2016.
The 36 full papers presented were carefully reviewed and selected from 60 submissions. They are organized in the following topical sections: E-learning and game; graphics, imaging and applications; intelligent data analytics and visualization.
This book constitutes the refereed proceedings of the 10th International Conference on E-Learning and Games, Edutainment 2016, held in Hangzhou, Ch...
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...
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical inve...