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  • Conference proceedings
  • © 2008

Technologies for E-Learning and Digital Entertainment

Third International Conference, Edutainment 2008, Nanjing, China, June 25-27, 2008, Proceedings

Part of the book series: Lecture Notes in Computer Science (LNCS, volume 5093)

Part of the book sub series: Information Systems and Applications, incl. Internet/Web, and HCI (LNISA)

Conference series link(s): Edutainment: International Conference on E-Learning and Games

Conference proceedings info: Edutainment 2008.

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Table of contents (83 papers)

  1. Front Matter

  2. E-Learning Platforms and Tools

    1. WRITE: Writing Revision Instrument for Teaching English

      • Jia-Jiunn Lo, Ying-Chieh Wang, Shiou-Wen Yeh
      Pages 1-8
    2. u-Teacher: Ubiquitous Learning Approach

      • Zacarías F. Fernando, Cuapa C. Rosalba, Lozano T. Francisco, Vazquez F. Andres, Zacarías F. Dionicio
      Pages 9-20
    3. The Design of Software Architecture for E-Learning Platforms

      • Dongdai Zhou, Zhuo Zhang, Shaochun Zhong, Pan Xie
      Pages 32-40
    4. An Educational Component-Based Digital TV Middleware for the Brazilian’s System

      • Juliano Rodrigues Costa, Vicente Ferreira de Lucena Jr.
      Pages 41-51
  3. E-Learning System for Education

    1. A Humanized Mandarin e-Learning System Based on Pervasive Computing

      • Yue Ming, Zhenjiang Miao, Chen Wang, Xiuna Yang
      Pages 77-87
    2. iThaiSTAR – A Low Cost Humanoid Robot for Entertainment and Teaching Thai Dances

      • Chun Che Fung, Thitipong Nandhabiwat, Arnold Depickere
      Pages 99-106
    3. The Study on Visualization Systems for Computer-Supported Collaborative Learning

      • SooHwan Kim, Hyeoncheol Kim, SeonKwan Han
      Pages 107-113
    4. Computer-Assisted Paper Wrapping with Visualization

      • Kenta Matsushima, Hiroshi Shimanuki, Toyohide Watanabe
      Pages 114-125
    5. Hangeul Learning System

      • Jae won Jung, Jong weon Lee
      Pages 126-134
    6. An Ajax-Based Terminology System for E-Learning 2.0

      • Xinchun Cui, Haiqing Wang, Zaihui Cao
      Pages 135-146
    7. Idea and Practice for Paperless Education

      • Yiming Chen, Lianghai Wu
      Pages 147-152
    8. SyTroN: Virtual Desk for Collaborative, Tele-operated and Tele-learning System with Real Devices

      • Ryad Chellali, Nicolas Mollet, Cedric Dumas, Geoffery Subileau
      Pages 153-161
  4. Application of E-Learning Systems

    1. Research and Application of Learning Activity Management System in College and University E-Learning

      • Li Yan, Jiumin Yang, Zongkai Yang, Sanya Liu, Lei Huang
      Pages 171-179

Other Volumes

  1. Technologies for E-Learning and Digital Entertainment

About this book

With the widespread interest in digital entertainment and the advances in the tech- logies of computer graphics, multimedia and virtual reality technologies, a new area–– “Edutainment”––has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first event (Edutainment 2006 in Hangzhou, China) and the second one (Edutainment 2007 in Hong Kong, China), Edutainment 2008 was held June 25–27, 2007 in Nanjing, China. This year, we received 219 submissions from 26 different countries and regions, including United Arab Emirates, Canada, Thailand, New Zealand, Austria, Turkey, Germany, Switzerland, Brazil, Cuba, Australia, Hong Kong (China), Pakistan, M- ico, Czech Republic, USA, Malaysia, Italy, Spain, France, UK, The Netherlands, Taiwan (China), Japan, South Korea, and China.

Keywords

  • Racter
  • Virtual Reality
  • animation
  • augmented reality
  • cellular phone
  • collaborative learning
  • computer games
  • e-learning
  • educational entertainment
  • entertainment computing
  • flash animation
  • game physics
  • game-based learning
  • gesture recogni
  • modeling

Bibliographic Information

Buying options

eBook USD 84.99
Price excludes VAT (Canada)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 109.99
Price excludes VAT (Canada)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions