You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.
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. This issue contains 10 outstanding contributions from the International Conference on E-Learning and Games, Edutainment 2011, as well as 14 regular papers which were partly selected from national conferences. The topics covered are game engine, using games to teach, identifying player emotion states, assessing the effects of educational games to multi-touch interaction, natural user interface, and virtual reality. Generally, the papers present a large number of examples of edutainment applications, giving more evidence on the high potential and impact of edutainment approaches.
This book contains substantially extended and revised versions of the best papers from the 14th International Conference on Enterprise Information Systems (ICEIS 2012), held in Wroclaw, Poland, in June/July 2012. The 25 full and 3 invited papers included in this volume were carefully reviewed and selected from 299 submissions. They reflect state-of-the-art research work focusing mainly on real-world applications and highlighting the benefits of information systems and technology for industry and services, thus connecting academia with the world of real enterprises. The topics covered are: databases and information systems integration; artificial intelligence and decision support systems; information systems analysis and specification; software agents and internet computing; human-computer interaction; and enterprise architecture. Chapter “Time Efficiency of Point-of-Sale Payment Methods: Empirical Results for Cash, Cards and Mobile Payments” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
The two-volume proceedings of the ACIIDS 2015 conference, LNAI 9011 + 9012, constitutes the refereed proceedings of the 7th Asian Conference on Intelligent Information and Database Systems, held in Bali, Indonesia, in March 2015. The total of 117 full papers accepted for publication in these proceedings was carefully reviewed and selected from 332 submissions. They are organized in the following topical sections: semantic web, social networks and recommendation systems; text processing and information retrieval; intelligent database systems; intelligent information systems; decision support and control systems; machine learning and data mining; multiple model approach to machine learning; in...
This book constitutes the thoroughly refereed conference proceedings of the 5th International Conference on Computational Collective Intelligence, ICCCI 2013, held in Craiova, Romania, in September 2013. The 72 revised full papers presented were carefully selected from numerous submissions. Conference papers are organized in 16 technical sessions, covering the following topics: intelligent e-learning, classification and clustering methods, web intelligence and interaction, agents and multi-agent systems, social networks, intelligent knowledge management, language processing systems, modeling and optimization techniques, evolutionary computation, intelligent and group decision making, swarm intelligence, data mining techniques and applications, cooperative problem solving, collective intelligence for text mining and innovation, collective intelligence for social understanding and mining, and soft methods in collective intelligence.
With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of “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 AR/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 tec...