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 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 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...