This book presents the state of the art technology in Serious Games which is driven extensive by applications and research in simulation. The topics in this book include: (1) Fashion simulation; (2) Chinese calligraphy ink diffusion simulation; (3) Rehabilitation (4) Long vehicle turning simulation; (5) Marine traffic conflict control; (6) CNC simulation; (7) Special needs education. The book also addresses the fundamental issues in Simulation and Serious Games such as rapid collision detection, game engines or game development platforms. The target audience for this book includes scientists,...
This book presents the state of the art technology in Serious Games which is driven extensive by applications and research in simulation. The topics i...
This book reviews innovative uses of 3D for immersive and interactive learning, covering gifted programs, normal stream and special needs education. Reports on curriculum-based 3D learning in classrooms, and co-curriculum-based 3D student research projects.
This book reviews innovative uses of 3D for immersive and interactive learning, covering gifted programs, normal stream and special needs education. R...
This book presents a collection of state of the art research on GPU Computing and Application. The major part of this book is selected from the work presented at the 2013 Symposium on GPU Computing and Applications held in Nanyang Technological University, Singapore (Oct 9, 2013). Three major domains of GPU application are covered in the book including (1) Engineering design and simulation; (2) Biomedical Sciences; and (3) Interactive & Digital Media. The book also addresses the fundamental issues in GPU computing with a focus on big data processing. Researchers and developers in GPU...
This book presents a collection of state of the art research on GPU Computing and Application. The major part of this book is selected from the work p...
This book reviews innovative uses of 3D for immersive and interactive learning, covering gifted programs, normal stream and special needs education. Reports on curriculum-based 3D learning in classrooms, and co-curriculum-based 3D student research projects.
This book reviews innovative uses of 3D for immersive and interactive learning, covering gifted programs, normal stream and special needs education. R...
This book introduces state-of-the-art research on simulation and serious games for education. The major part of this book is based on selected work presented at the 2014 Asia-Europe Symposium on Simulation and Serious Games held in Windesheim University of Applied Sciences, the Netherlands (Oct 1 2, 2014). It covers three major domains of education applications that use simulation and serious games: Science, Technology, Engineering and Mathematics (STEM) Education; Special Needs Education and Humanity and Social Science Education. Researchers and developers in simulation and serious...
This book introduces state-of-the-art research on simulation and serious games for education. The major part of this book is based on selected work pr...
This book presents a collection of state of the art research on GPU Computing and Application. The major part of this book is selected from the work presented at the 2013 Symposium on GPU Computing and Applications held in Nanyang Technological University, Singapore (Oct 9, 2013).
This book presents a collection of state of the art research on GPU Computing and Application. The major part of this book is selected from the work p...
This book presents state of the art technology in serious games applications and simulation. It contains a collection of extended papers from the 2012 Asia-Europe Workshop on Serious Games and Simulation.
This book presents state of the art technology in serious games applications and simulation. It contains a collection of extended papers from the 2012...