Transactions on Edutainment IV

ISBN: 978-3-642-14483-7 (Print) 978-3-642-14484-4 (Online)

Table of contents (22 chapters)

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  1. Front Matter

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    Book Chapter

    Pages 1-11

    The Study and Design of Adaptive Learning System Based on Fuzzy Set Theory

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    Pages 12-21

    Modeling Personalized Learning Styles in a Web-Based Learning System

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    Pages 22-33

    An Emotional Agent in Virtual Learning Environment

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    Pages 34-43

    Lunar Surface Collaborative Browsing System for Science Museum Exhibitions

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    Pages 44-55

    Towards a Structural Model for Intention to Play a Digital Educational Game

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    Pages 56-67

    Case Study of FISS: Digital Game Based Learning for a Broad Range of Ages

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    Pages 68-78

    Woodment: Web-Based Collaborative Multiplayer Serious Game

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    Pages 79-90

    Learning with Virtual Reality: Its Effects on Students with Different Learning Styles

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    Pages 91-104

    Automatic Motion Generation Based on Path Editing from Motion Capture Data

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    Pages 105-116

    Exploration of Metaphorical and Contextual Affect Sensing in a Virtual Improvisational Drama

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    Pages 117-129

    Synchronizable Objects in Distributed Multimedia Applications

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    Pages 130-144

    Anisotropic Cloth Modeling for Material Fabric

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    Pages 145-156

    A Virtual Reality Simulator Prototype for Learning and Assessing Phaco-sculpting Skills

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    Pages 157-175

    An Augmented Reality Nanomanipulator for Learning Nanophysics: The “NanoLearner” Platform

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    Pages 176-188

    Fast Prototyping of Virtual Reality Based Surgical Simulators with PhysX-enabled GPU

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    Pages 189-199

    Dance-Based ExerGaming: User Experience Design Implications for Maximizing Health Benefits Based on Exercise Intensity and Perceived Enjoyment

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    Pages 200-214

    Learning Ultrasound-Guided Needle Insertion Skills through an Edutainment Game

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    Pages 215-228

    Sketch-Based 3D Face Modeling for Virtual Character

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    Pages 229-240

    A Framework for Virtual Hand Haptic Interaction

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    Book Chapter

    Pages 241-255

    Phone, Email and Video Interactions with Characters in an Epidemiology Game: Towards Authenticity

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