Transactions on Edutainment III

  • Zhigeng Pan
  • Adrian David Cheok
  • Wolfgang Müller
  • Maiga Chang

Part of the Lecture Notes in Computer Science book series (LNCS, volume 5940)

Table of contents

  1. Front Matter
  2. Engaging Kids with the Concept of Sustainability Using a Commercial Video Game – A Case Study

    1. Simon Staffans, Annika Wiklund-Engblom, Marc Hassenzahl, Susanne Sperring
      Pages 13-24
    2. Eleonora Bilotta, Lorella Gabriele, Rocco Servidio, Assunta Tavernise
      Pages 25-35
    3. Ryoko Ueoka, Hiroki Kobayashi, Michitaka Hirose
      Pages 36-47
    4. Chun-Hung Lin, Eric Zhi-Feng Liu
      Pages 48-58
    5. Changgu Kang, Yoosoo Oh, Woontack Woo
      Pages 59-69
    6. Kuo-Hsun Hung, Charles Kinzer, Cheng-Ling Alice Chen
      Pages 93-104
  3. Regular Papers

    1. Yanjun Peng, Rong Hua, Weidong Zhao, Xinming Lu
      Pages 141-153
    2. JianPing Zhang, YuHui Yang
      Pages 154-165
    3. Qingshu Yuan, Dongming Lu, Qi Wu, Gang Liu
      Pages 166-176
    4. Fenhua Wang, Xiaodan Huang, Zhiliang Wang
      Pages 177-189
    5. Rui Wang, Chengwei Yang, Jinyu Xu, Chenglei Yang, Xiangxu Meng
      Pages 190-202
    6. Mark Taylor, David Pountney
      Pages 203-218
    7. Paulo N. M. Sampaio, Laura M. Rodríguez Peralta
      Pages 219-230

About this book

Introduction

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 third volume in this series contains a selection of 12 outstanding contributions from Edutainment 2009, the 4th International Conference on E-Learning and Games, held in Canada in August 2009. The main focus of these papers is on the use of games to stimulate learners. In addition, 10 regular papers are included, presenting a wide range of edutainment tools and applications.

Keywords

3D interaction animation artificial intelligence augmented reality authoring cognitive strategies computer games computer graphics context-awareness digital museum distribution drawing game design human-computer interaction (HCI) learning

Editors and affiliations

  • Zhigeng Pan
    • 1
  • Adrian David Cheok
    • 2
  • Wolfgang Müller
    • 3
  • Maiga Chang
    • 4
  1. 1.State Key Lab of CAD&CGZhejiang UniversityHangzhouChina
  2. 2.Mixed Reality LabNational University of SingaporeSingapore
  3. 3.Media Education and Visualization GroupUniversity of EducationWeingartenGermany
  4. 4.School of Computing and Information Systems. CISAthabasca UniversityCanada

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-642-11245-4
  • Copyright Information Springer-Verlag Berlin Heidelberg 2009
  • Publisher Name Springer, Berlin, Heidelberg
  • eBook Packages Computer Science
  • Print ISBN 978-3-642-11244-7
  • Online ISBN 978-3-642-11245-4
  • Series Print ISSN 0302-9743
  • Series Online ISSN 1611-3349
  • About this book