Produktbild: E-Learning and Games
Band 11462 - 11%

E-Learning and Games 12th International Conference, Edutainment 2018, Xi'an, China, June 28–30, 2018, Proceedings

11% sparen

69,99 € UVP 79,17 €

inkl. gesetzl. MwSt., Versandkostenfrei


Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

17.07.2019

Abbildungen

XV, 195 illus., 163 illus. in color., farbige Illustrationen, schwarz-weiss Illustrationen

Herausgeber

Abdennour El Rhalibi + weitere

Verlag

Springer

Seitenzahl

417

Maße (L/B/H)

23,5/15,5/2,4 cm

Gewicht

657 g

Auflage

1st ed. 2019

Sprache

Englisch

ISBN

978-3-030-23711-0

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

17.07.2019

Abbildungen

XV, 195 illus., 163 illus. in color., farbige Illustrationen, schwarz-weiss Illustrationen

Herausgeber

Verlag

Springer

Seitenzahl

417

Maße (L/B/H)

23,5/15,5/2,4 cm

Gewicht

657 g

Auflage

1st ed. 2019

Sprache

Englisch

ISBN

978-3-030-23711-0

Herstelleradresse

Springer-Verlag KG
Sachsenplatz 4-6
1201 Wien
AT

Email: GPSR Kontakt

Noch keine Bewertungen vorhanden

Verfassen Sie die erste Bewertung zu diesem Artikel

Helfen Sie anderen Kundinnen und Kunden durch Ihre Meinung.

Kundinnen und Kunden meinen

Bewertungen (0)

  • Produktbild: E-Learning and Games
  • Virtual Reality and Augmented Reality in Edutainment.- Barycentric shift model based VR application for detection and classification on body balance disorders.- Simulating Waiting Hall with Mass Passengers.- Geospatial Data Holographic Rendering Using Windows Mixed Reality.- Developing an Augmented Reality Multiplayer Learning Game: Lessons Learned.- Mixed reality-based simulator for training on imageless navigation skills in total hip replacement procedures.- Naturally Interact With Mobile Virtual Reality by CAT.- Avebury Portal – A Location-Based Augmented Reality Treasure Hunt for Archaeological Sites.- Gamification for Serious Game and Training.- An Analysis of Gamification Effect of Frequent-Flyer Program.- A Serious Game for Learning the Conversation Method with Autism for Typically Developing.- User Experience Research and Practice of Gamification for Driving Training.- Affective Interaction Technology of Companion Robots for the Elderly: A Review.- Gamification Strategies for an Introductory Algorithms and Programming Course.- Graphics, Imaging and Applications.- Structure Reconstruction of Indoor Scene from Terrestrial Laser Scanner.- A Fast and Layered Real Rendering Method for Human Face Model—D-BRDF.- A Queue-based Bandwidth Allocation Method for Streaming Media Servers in M-Learning VoD Systems.- A Hole Repairing Method based on Edge-Preserving Projection .- A Hole Repairing Method based on Slicing.- An improved total variation denoising model.- Spectral Dictionary Learning based Multispectral Image Compression.- Intrinsic Co-decomposition for Stereoscopic Images.- A Terrain Classification Method for POLSAR Images based on Modified Scattering Parameters.- PolSAR Data Classification via Combined Similarity Based Immune Clonal Spectral Clustering.- Game Rendering and Animation.- Modeling Emotional Contagion for Crowd in Emergencies.- A Semantic Parametric Model for 3D Human Body Reshaping.- Dynamic Load Balancing for Massively Multiplayer Online Games Using OPNET.- A slice-guided method of indoor scene structure retrieving.- A Deep Reinforcement Learning Approach for Autonomous Car Racing.- An Improved Bi-goal Algorithm for Many-Objective Optimization.- 3D human motion retrieval based on graph model.- Game Rendering and Animation & Computer Vision in Position-based simulation of skeleton-driven characters.- Parallel MOEA/D for Real-time Multi-objective Optimization Problems.- Bearing-only and Bearing-Doppler Target Tracking Based on EKF.- A motion-driven system for performing art.- Latent Topic Model based Multi-feature Learning for PolSAR Terrain Classification.- E-Learning and Game.- TLogic: A tangible programming tool to help children solve problems.- School-Enterprise Cooperative Innovation and Entrepreneurship Courses and Case Library of Emerging Engineering Education.- The Dilemma in University Internal Governance and Exploration for the Innovative Solution.- Interactive Web 3D Contents Development Framework Based on Linked Data for Japanese History Education.- Collecting Visual Effect Linked Data using GWAP.- School-Enterprise Cooperative Innovation and Entrepreneurship Courses and Case Library of Emerging Engineering Education.- E-learning Rhythm Design: case study using Fighting Games.- A Mobile Learning System with Multi-point Interaction.- Research on Mobile Learning System of Colleges and Universities.- A study of Negative Emotion Regulation of College Students by Social Games Design.- Analysis of College Students’ Employment, Unemployment and Enrollment with Self-Organizing Maps.- Hands on work game: neuro-pedagogical method to improve math fraction teaching.- The Research on Serious Games in Social Skills Training for Children with Autism.- A WebRTC E-Learning System Based on Kurento Media Server.- A Plant Growing Game Based on Mobile Terminal and Embedded Technology.- Computer Vision in Edutainment.- Static 3D Hand Gesture Recognition Method     .- A Combined Deep Learning and Semi-Supervised Classification Algorithm for LS Area.- A novel feature-based pose estimation method for 3D faces.- Humanoid Robot Control Based on Deep Learning.- Improved Modular Convolution Neural Network for Human Pose Estimation.- Using Face Recognition to Detect "Ghost Writer" Cheating in Examination.- Texture Image Segmentation Based on Stationary Directionlet Domain Probabilistic Graphical Model.- Hand Pose Estimation using Convolutional Neural Networks and Support Vector Regression.