Transactions on Edutainment IV

  • Zhigeng Pan
  • Adrian David Cheok
  • Wolfgang Müller
  • Xiaopeng Zhang
  • Kevin Wong

Part of the Lecture Notes in Computer Science book series (LNCS, volume 6250)

Table of contents

  1. Front Matter
  2. Bing Jia, Shaochun Zhong, Tianyang Zheng, Zhiyong Liu
    Pages 1-11
  3. Chia-Cheng Hsu, Kun-Te Wang, Yueh-Min Huang
    Pages 12-21
  4. Ailiya, Zhiqi Shen, Chunyan Miao
    Pages 22-33
  5. Kikuo Asai, Tomotsugu Kondo, Akira Mizuki, Mark Billinghurst
    Pages 34-43
  6. Viktor Wendel, Maxim Babarinow, Tobias Hörl, Sergej Kolmogorov, Stefan Göbel, Ralf Steinmetz
    Pages 68-78
  7. Elinda Ai-Lim Lee, Kok Wai Wong, Chun Che Fung
    Pages 79-90
  8. Xiaoyue Guo, Shibiao Xu, Wujun Che, Xiaopeng Zhang
    Pages 91-104
  9. Mingmin Zhang, Zhigengx Pan, Qingfeng Mi
    Pages 130-144
  10. Florence Marchi, Sylvain Marliere, Jean Loup Florens, Annie Luciani, Joel Chevrier
    Pages 157-175
  11. Wai-Man Pang, Jing Qin, Yim-Pan Chui, Pheng-Ann Heng
    Pages 176-188
  12. Wing-Yin Chan, Dong Ni, Wai-Man Pang, Jing Qin, Yim-Pan Chui, Simon Chun-Ho Yu et al.
    Pages 200-214
  13. Wei Jiang, Zhengxing Sun
    Pages 215-228
  14. Xiaoxia Han, Huagen Wan
    Pages 229-240
  15. Muriel Ney, Celso Gonçalves, Nicolas Blacheff, Claudine Schwartz, Jean-Luc Bosson
    Pages 241-255
  16. Back Matter

About this book


E-learning and digital entertainment techniques, tools and systems are becoming popular and can be found in many real-world educational applications in many co- tries. The driving force behind these technologies is the rapidly growing requirements of edutainment, especially from the perspective of the users. This has led to the increasing interest of researchers in this area. The articles in this issue give a rich overview of how edutainment technologies can be creatively used for training and education purposes. The first 12 articles of this issue represent a selection of outstanding contributions from Edutainment 2010, the 5th International Conference on E-learning and Games, held in Changchun, China, in August 2010. The main purpose of this event is to faci- tate the discussion, presentation, and information exchange on the scientific and te- nological developments in the emerging field of digital entertainment techniques and systems for education. These 12 papers concentrated on three aspects: e-learning s- tem and applications, game techniques for learning, and virtual reality techniques for entertainment. They are closely related to the topics of this journal.


Web e-learning educational entertainment human-computer interaction human-computer interaction (HCI) learning modeling multimedia

Editors and affiliations

  • Zhigeng Pan
    • 1
  • Adrian David Cheok
    • 2
  • Wolfgang Müller
    • 3
  • Xiaopeng Zhang
    • 4
  • Kevin Wong
    • 5
  1. 1.State Key Lab of CAD&CG, DEARC – Digital Entertainment and Animation Research CenterZhejiang UniversityHangzhouChina
  2. 2.National University of SingaporeSingapore
  3. 3.University of EducationWeingartenGermany
  4. 4.Institute of Automation, LIAMA, The Sino-French Lab in Computer Science, NLPR, National Laboratory of Pattern RecognitionChinese Academy of SciencesBeijingChina
  5. 5.School of Information TechnologyMurdoch UniversityPerthAustralia

Bibliographic information

  • DOI
  • Copyright Information Springer-Verlag Berlin Heidelberg 2010
  • Publisher Name Springer, Berlin, Heidelberg
  • eBook Packages Computer Science
  • Print ISBN 978-3-642-14483-7
  • Online ISBN 978-3-642-14484-4
  • Series Print ISSN 0302-9743
  • Series Online ISSN 1867-7754
  • Buy this book on publisher's site