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Zhigeng Pan

    Technologies for E-learning and digital entertainment
    Advances in artificial reality and tele-existence
    Transactions on edutainment
    Transactions on Edutainment V
    • 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 5th volume in this series represents a selection of 12 contributions from DMDCM 2010, the 5th International Conference on Digital Media and Digital Content Management, held in Chongqing, China, in December 2010, as well as 9 regular papers. The papers cover topics such as human-computer interaction, virtual exhibit, face recognition, character animation etc.; they moreover present a large number of application examples in the area of e-learning, game, animation, multimedia, and virtual reality which gives more broad view on the application of edutainment-related techniques.

      Transactions on Edutainment V
    • This journal serves as a platform for innovative research ideas, theories, emerging technologies, and empirical investigations in various genres of edutainment, including game-based learning, serious games, interactive storytelling, and VR-based education. It encompasses educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 6th volume features 7 contributions from DMDCM 2011, the 5th International Conference on Digital Media and Digital Content Management in Chongqing, China, and 18 contributions from CASA 2011, the 24th International Conference on Computer Animation and Social Agents in Chengdu, China. Topics include pen-based interfaces, urban heat island simulation, online expos, physically-based tree animation, 3D face texture stitching, motion control, motion capture, path planning, and various forms of animation such as physics-based, image-based, and behavioral animation. Additionally, it explores social agents, virtual humans, AI-based animation, crowd simulation, animation compression, and the semantic representation of motion. The volume also addresses medical simulation, cultural heritage, and interactions within augmented and virtual reality, as well as computer games and online virtual worlds.

      Transactions on edutainment
    • ICAT is the oldest international conference on virtual reality and tele-existence. ICAT 2006 not only looked for innovations in the technology itself, but also explored novel ways to transfer and express information and creative ideas to the society and people. The 16th International Conference on Artificial Reality and Telexistence was held at the Zhejiang University of Technology, Hangzhou, P. R. China from November 29 to December 1, 2006. The main purpose of the conference is to provide opportunities for researchers and practitioners to present their research findings and exchange opinions on the development and use of such systems. The conference included plenary invited talks, workshops, tutorials, and paper presentation tracks. The main conference received 523 submissions in total from 21 different countries, including China (mainland, Hong Kong, Taiwan), USA, UK, Germany, Austria, France, Australia, Canada, Korea, Japan, Malaysia, Mexico, etc. , of which 138 papers were accepted for this volume and 11 papers were invited to submit extended versions for a special issue of International Journal of Virtual Reality (IJVR, 5(4)).

      Advances in artificial reality and tele-existence
    • Edutainment 2006 is an international conference focused on research and development in e-learning and digital entertainment. Its primary aim is to facilitate discussion, information sharing, and exchange of opinions regarding the development and application of these systems. This event presents a valuable opportunity for researchers to attend or present their work. The conference features plenary invited talks, workshops, tutorials, paper presentations, and panel discussions. The term "Edutainment" signifies the merging of education and entertainment across various media, such as television programs, games, and websites. Today, multimedia games and activities serve as platforms where education and entertainment intersect. This field has emerged as a thriving research area, uniting previously separate disciplines, including education, entertainment, and computer science. The conference aims to bring together professionals from diverse fields to discuss e-learning techniques and the future of edutainment. It evolved from the Europe–China Workshop on E-learning and Games, Edutainment 2005, which was linked to the ELVIS project, an EU–Asia collaboration. The previous workshop featured keynote speeches from experts and attracted around 90 attendees, marking a significant step in fostering international dialogue on these topics.

      Technologies for E-learning and digital entertainment