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Entertainment for Education. Digital Techniques and Systems: 5th International Conference on E-learning and Games, Edutainment 2010, Changchun, China, ... (Lecture Notes in Computer Science (6249))

معرفی کتاب «Entertainment for Education. Digital Techniques and Systems: 5th International Conference on E-learning and Games, Edutainment 2010, Changchun, China, ... (Lecture Notes in Computer Science (6249))» نوشتهٔ Wu-Yuin Hwang, Rustam Shadiev, Szu-Min Huang (auth.), Xiaopeng Zhang, Shaochun Zhong, Zhigeng Pan, Kevin Wong, Ruwei Yun (eds.)، منتشرشده توسط نشر Springer-Verlag Berlin Heidelberg در سال 2010. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است. «Entertainment for Education. Digital Techniques and Systems: 5th International Conference on E-learning and Games, Edutainment 2010, Changchun, China, ... (Lecture Notes in Computer Science (6249))» در دستهٔ بدون دسته‌بندی قرار دارد.

With the technical advancement of digital media and the medium of communication in recent years, there is a widespread interest in digital entertainment. An emerging te- nical research area edutainment, or educational entertainment, has been accepted as education using digital entertainment. Edutainment has been recognized as an eff- tive way of learning using modern digital media tools, like computers, games, mobile phones, televisions, or other virtual reality applications, which emphasizes the use of entertainment with application to the education domain. The Edutainment conference series was established in 2006 and subsequently - ganized as a special event for researchers working in this new interest area of e-learning and digital entertainment. The main purpose of Edutainment conferences is to facilitate the discussion, presentation, and information exchange of the scientific and technological development in the new community. The Edutainment conference series becomes a valuable opportunity for researchers, engineers, and graduate s- dents to communicate at these international annual events. The conference series - cludes plenary invited talks, workshops, tutorials, paper presentation tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first event, the second (Edutainment 2007 in Hong Kong, China), third (Edutainment 2008 in Nanjing, China), and fourth editions (Edutainment 2009 in Banff, Canada) were organized. Edutainment 2010 was held during August 16 ́ 18, 2010 in Changchun, China. Two workshops were jointly org- ized together with Edutainment 2010 Title Preface Organization Table of Contents E-Learning Tools and Platforms Effect of Multimedia Annotation System on Improving English Writing and Speaking Performance Introduction Literature Review Research Design The Subject and the Participants of the Research VPen Multimedia Annotation System Learning Activities Data Analysis and Results Questionnaire Analysis Correlational Analyses Discussion and Conclusion References Appendix 1. Students’ Writing Assessment Criteria Appendix 2. Students’ Speaking Assessment Criteria Smap: To Generate the Personalized Learning Paths for Different Learning Style Learners Introduction The Weakness of the Current Web-Based Intelligent Learning Systems Constructing the 3-Dimension Semantic Map According with the Different Learning Styles Semantic Relations The Properties of the 3-Dimension Semantic Map The Mathematic Model of Constructing the Personalized Learning Path According to Their Different Learning Styles Construct the Personalized Learning Path on 'Sensing/Intuitive' Dimension Construct the Personalized Learning Path on 'Sequential/Global' Dimension Example Implementation Conclusion References Computer-Supported Collaborative Conceptual Change Introduction Methodology Participants Activities and Tools Quasi-experiment Design Data Collection and Analysis Results Discourse Analysis Data Recording and Analysis The Result of T-Test Conclusions and Discussion References Optimization Technique for Commercial Mobile MMORPG Introduction Related Work Jar Size Optimization Combine Small Image into Big Image Comparing the Two Combining Approaches Heap Usage Optimization Graphics Size Reduction Use Map Blocks Using Persistent Storage as Cache Communication Bandwidth Optimization Control Types Optimization Technologies Conclusion References Design and Implementation of TCP/IP Protocol Learning Tool Introduction A Computer Network Integrative Experimental Platform Hardware Architecture Software Architecture TCP / IP Protocols Learning Tool Learning in the Tool Design of the TCP/IP Protocols Learning Tool Evaluation Conclusions References A Framework for Creating, Training, and Testing Self-Organizing Maps for Recognizing Learning Styles Introduction Related Work Learning Style Models The Framework for the SOM The Self-Organizing Map Implementing the Network A Framework for Training and Testing the SOM Analysis of Results Testing the SOM with an Authoring Tool Conclusions and Future Work References Simulating Dynamic Evolvement of Collective Learning Behaviors Based on Voronoi Diagram Introduction Voronoi Diagram Modeling Group Learning Behavior Experiment and Analysis System Equilibrium and Analysis of Its Main Characteristics Initial Condition and Group Evolvement Conclusion References SPICEreading: A Three-in-One Share Platform in Cooperative English Reading Introduction Version I: Three-in-One Share Platform in Cooperative English Reading (3-in-1 SPICEreading) Reading Material Management Module Cooperative Reading Management Module Peer-Assessment Module Class Management Module Material Sharing Management Module The Evaluation of Version I of the SPICEreading System The 3-in-1 SPICEreading System Version II Structured Appearance of the Teacher Interface New Functions for Adding New Sight Words and Phonetic Words Teaching Material Searching and Management Conclusion References The Design and Implementation of Middle School Physics Optical Simulation Experiment Platform Optical Experiment Teaching Difficulties and Solutions Instrument Explanation Experiment Explanation Practical Experiment Repeated Practice Measurement The Design of the Optical Simulation Experiment Platform System Orientation Structure Diagram Experiment Model and Core Algorithm Experiment Definition Model Representation Algorithm System Implementation Platform and Interface Files Operation Auxiliary Tools Editing Experiment Operation Application of Platform Conclusion References Research on the Establishment of Structural E-Learning Resources Introduction Structural E-Learning Resource Library Current State of E-Learning Resource Collection and Process Structural E-Learning Resource Library (SERL) A Proposed Collection and Process Method of SER The Proposed Method Focused Crawler Approach Based on Classifier and Ajax Data Extraction Approach An Exemplary System Conclusion References Research on Virtual Experiment Intelligent Tutoring System Based on Multi-agent Introduction Multi-agent System System Design The Model of the Virtual Experiment Intelligent Tutoring System Virtual Experiment Intelligent Tutoring System Based on Multi-agent Running Example Conclusion References A Model-Driven Architecture Approach for Developing E-Learning Platform Introduction Related Works A Model-Driven Architecture Approach for Developing E-Learning Platform Building CIM of E-Learning Platform To Build System PIM Based on Robustness Analysis The Transformation of PIM to PSM The Transformation of PSM to Code Conclusions and Future Work References E-Learning System for Education Knowledge Preference Based Learning Community Construction and Service Support Introduction Learner’s Knowledge Preference Ontology Model in E-Learning Environment Knowledge Preference Ontology Model Reasoning of Knowledge Preference Learning Community Construction Based on Knowledge Preference Quantification of the Learner’s Knowledge Preference Algorithm Procedure of Clustering on the Basis of the Learner’s Knowledge Preference Service Support Based on Learning Community Conclusion References Developing an Online History Educational System to Present the Progression of Spatial Regions Introduction HES-SPATO2 Architecture Learning Module of HES-SPATO2 Conclusions References A Bibliometric Study of E-Learning Literature on SSCI Database Introduction Description of E-Learning Research Findings and Discussion Bradford’s Law and Journal Literature Lotka’s Law and Author Productivity Conclusion References Pedagogical Strategy Model in Adaptive Learning System Focusing on Learning Styles Introduction Learning Style Model Learning Styles Diagnosis Explicit Diagnosis of Learning Style Learning Styles Revision Generation of Adaptive Pedagogical Strategies Presentation of Adaptive Content Presentation of Adaptive Navigation Adaptive Sort of the Resources Adaptive Rules Conclusion References Transferring Design Knowledge:Challenges and Opportunities Introduction Training Transfer and Virtual Training Scenario Challenges and Opportunities Conclusion References The Content Balancing Method for Item Selection in CAT Introduction Overview of the Item Selection Approach in CAT Content Balancing Based Study of Adaptive Testing Algorithm Hierarchical Organizational Structure of Subjects CBIS-Based Item Selection Algorithm in Adaptive Testing Case Study Conclusion and Future Work References The Formative Evaluation's Impact on Online Learning Introduction Background Virtual Learning Community of Capital Normal University The Study of Science and Technology The Evaluation Study Methods Discussion The Learners Pay Much Attention to Formative Evaluation Formative Evaluation Influence Learner Autonomy Formative Evaluation Influence the Course Participation Conclusions References Psychological Perspectives on Social Behaviors of Chinese MMORPG Players Introduction Literature Review MMORPG Study in China Method Results Basic Information The Gender and Age Comparison of the MMORPG BehaviorI The Gender and Age Comparison of the MMORPG BehaviorII The Gender and Age Comparison of the MMORPG Behavior III The Gender and Age Comparison of the MMORPG Behavior VI Conclusion References Research on the Adaptive Strategy of Adaptive Learning System Introduction and Problem Definition Background Adaptive Learning System Adaptive Techniques Theoretical Analysis of Adaptive Strategy Mutual Adaptation Relationship among Adaptive Learning Theoretical Model of Adaptive Learning System in the Ideal State Modeling Adaptive Strategy Learning Diagnosis Theoretical Analysis Design Dynamic Organization and Presentation of the Contents Theoretical Analysis Design Mode of Study to Choose Theoretical Analysis Design Conclusion References Research on an Educational Software Defect Prediction Model Based on SVM Introduction Support Vector Machine Model Description Software Defect Prediction xperiments Data Acquisition Forecast Analysis Defect Analysis and Prevention Conclusion References Webgame Based Collaborative Learning Design:A Case Study Introduction Background Information and Contributions Terms Defined Gaming Environment Characteristics Interface Usability Collaborative Learning Design Conceptual Components of Scripts Objectives Activities Sequencing Roles Distribution Type of Representation Conclusions References E-Learning Environments and Applications Design of a Medical Simulator Hard- and Software Architecture Introduction Context Design Process Design Process Implications Design Considerations Requirements Body Parameters Physiological Models Physical Restraints Implementation Hardware Implementation Micro Controller Software Implementation Evaluation Future Work References Design and Implementation of Semantic Matching Based Automatic Scoring System for C Programming Language Introduction Model Research Features of Student Programs Difficulties to Be Resolved Proposing the Model Model Implementation Lexical and Grammatical Analysis Conversion of System Dependence Graph Standardization of System Dependence Graph Matching Student Programs with Template Programs Score Calculation Experimental Analysis Conclusion References An Analysis Framework of Activity Context ine-Learning Environments Introduction Theoretical Foundation: Activity Theory What Is Activity Context? Context Activity Context Classification of Activity Context Modeling of Activity Context Content Analysis of Activity Context Conclusions References Distributed Cognition and Ecological Field of Learning in Network Games Introduction There Are Various Cognitive Forms in Network Games Problem-Based Cognition Construction Cognitive Training Based on AI Challenge Activity-Based Cognitive Interactions Task-Based Cognitive Retention Growth-Based Cognitive Apprenticeship Interactions and Distributed Cognition among Players General Definition of Distributed Cognition The Value of Distributed Cognition in Network Games Nature and Functions of Ecological Field of Learning Nature of the Ecological Field of Learning Intrinsic Characteristics of the Ecological Field of Learning Primary Functions of the Ecological Field of Learning Educational Implications of the Ecological Field of Learning References A Multimodal Virtual Anatomy E-Learning Tool for Medical Education Introduction Related Work System Design and Implementation Data Flow System Architecture Masked Volume Rendering Multi-platform Extension System Evaluation and Experiments Result Conclusion and Future Work References To Construct the Architecture of Digital Learning Port for Free Normal Students and Analyze the Impact on Teacher Education To Give the Problem: The Urgent Status of Teacher Education Teacher Education Reform: To Construct the Architecture of Digital Learning Port for Free Normal Students The Concept of Digital Learning Port for Free Normal Students The Architecture of Digital Learning Port for Free Normal Students The Evaluation and Supervision of Institutions The Impact on Teacher Education from the Architecture of Digital Learning Port for Free Normal Students The Unity of University and Primary & Secondary Schools Has Enriched the Integration of Pre-service and In-Service of Teacher Education The Unity of School and Outside Provides a Mechanism for the Protection of Teacher Education The Unity of City and Town can Promote Equalization of Educational Resources Conclusions References Node Localization for Distributed Simulation Based on Logical Node Group in Simulation Grid Introduction Background Knowledge Simulation Grid Related Work Node Localization Strategy Logical Node Group Intra-group Migration Algorithm Inter-group Migration Algorithm Performance Evaluation Conclusions and Future Work References Using Graph Edit Distance to Diagnose Student's Science Process Skill in Physics Introduction Research Background Virtual Experiment Environment Diagnosis Method Experiment Design Future Work References Intelligent Assessment in Math Education for Complete Induction Problems Introduction SAiL-M Objectives Intelligent Assessment Summary and Conclusion References Research on the Method of Recomposing Learning Objects and Tools in Adaptive Learning Platform Introduction The Method of Recomposing Learning Objects and Tools in Adaptive Learning Platform Learning Scheme Decision Making Based on Sequence Mining Ontology Based Description Mechanism of Leaning Objects and Leaning Tools Ontology Description Method of Learning Objects Ontology Description Method of Learning Tools Ontology Based Service Composition and Leaning Object Aggregation Method The Judgment of the Services Composition Possibility and the Construction Parameter-Service Figure And/or Tree of Service Composition s Extend the Service Composition Tree According to Sequence Mining The Method of Optimizing Service Composition Sequence Conclusion References A Study of Formative Assessment Index System for Educational Technology Competence Based on AHP Introduction Structure and Content of Educational Technology Competence The Use of Technical Skills Training for Teachers in Formative Evaluation Iindex Weights with AHP in Primary and Secondary Education Brief Introduction of AHP AHP Is Apply to Evaluate the Use of the Index System The Primary Index Weight Establishment The Meaning of the Primary Index Weight Index Weight Establishment Conclusion References Research of Automatic Assessment System of Virtual Experiment in Middle School Biology Based on the Virtual Simulation Technology Introduction Development at Home and Abroad System Design of the Assessment System System Design Main Function Introduction Research on Key Issues Information Acquisition Technology during the Automatic Assessment The Algorithm of Automatic Assessment System Comprehensive Evaluation of Automatic Assessment System Case Design Examining Points Dig Experimental Evaluation Conclusion References Resource Organization and Management of the Platform for Supporting Teacher Education Innovation Based on IPv6 Introduction Resource Organization Design of Resource Management Subsystem Design of Resource Metadata Design of Function Architecture Design of Video Sub-module Design of the Resources Flow Implementation of Resource Management Subsystem Resource Management technology Video on Demand Technology Conclusion References Game Techniques for Edutainment A Glissade on the Learning Curve:Multi-adaptive Immersive Educational Games Introduction Individual Gaming and Learning Experiences Assessment in Stealth Mode Embedded Education The 80Days Prototype Game Conclusions References Experimental Development of Competitive Digital Educational Games on Multi-touch Screen for Young Children Introduction Prototype Development Condition Analysis Design Elements Four Prototypes Prototypes Tryout Trial Procedure Problems and Findings Conclusion Future Work References Strategy Research about Exploiting the Attention Resource of Learners in Educational Games Background Characteristics of Attention Inertia Selectivity Conformity Investigation and Its Result Analysis on the Influence of Computer Game on Teenage Attention Inertia of Attention in Computer Game Selectivity of Attention in Computer Game Conformity of Attention in Computer Game The Strategy Pattern of Attention Getting in Computer Game Strategies about Exploiting the Attention Resource of Learner in Educational Game Using the Strategy Pattern of Attention Getting in Computer Game and Advanced Theory for Reference, Propose the Strategy Pattern of Attention Getting in Educational Game According to the Needs of Different Learners, Attract Their Attention by Practicality To Enhance the Personalized Function, Keep Learners’ Attention with Personalized Service References Planning Serious Games: Adapting Approaches for Development Introduction Serious Games and Virtual Environments Games and Oral Health Discussion Communication Approach Conclusion References UML Modeling for Software System of Edu-Game Introduce Domestic and Foreign Research Edu-Game Elements’ Educational Properties Educational Properties The Educational Properties Game Elements UML-Based Design of Software System Modeling Profile of the Edu-Game "Snapshot Adventures" System Modeling Conclusions and Prospects References A Common Software Architecture for Educational Games Introduction The Requirements Analysis of Educational Game The Functional and Non-Functional Requirements The Four Functional Groups Identifying the Relationships Educational Game Architecture Software Architecture Educational Game Architecture The Overall Structure and Intrinsic Relationships of EGA The Overall Control Flow of EAG The (re)Usability of EGA A Design Blueprint for EGA Designer A Communication Tool among Stakeholders An Operable Tool to Make Design Tradeoffs in Early Time The Cross-Platform Reusability The Sim-Eduventure Architecture-An Externalized Version of EGA The Sim-Eduventure Games The Sim-Eduventure Architecture Breath: A Sim-Eduventure Game Based on EGA The Subsystem of Subject of Breath The Subsystem of Tasks of Breath The Subsystem of Activities of Breath The Subsystem of Feedbacks of Breath Experience and Lessons Learned from Breath Conclusion References O3D-Based Game Learning Environments for Cultural Heritage Online Education Introduction Background Overview and Architecture Scenario for Cultural Heritage Education System Game Engine Design Architecture Data Acquisition and Presentation Implementation of the Virtual Environment Characters and Interactions Terrain Generation Virtual Learning Environment Evaluation Conclusion References Simulator and Robot-Based Game for Learning Automata Theory Introduction Finite State Machines Robot Simulator Initialization Using the Simulator Compile, Upload and Execute File Robot-Based Automaton Game Conclusion References Personalized, Adaptive Digital Educational Games Using Narrative Game-Based Learning Objects Motivation State of the Art Narrative Game-Based Learning Objects Bat Cave - Prototypical Demonstrator for NGLOBs Conclusion and Outlook References Multimedia Techniques for Edutainment Virtual Classrooms Supporting a Two-Way Synchronized Video and Audio Interaction Introduction Problems System Development Communication Protocol Server Settings Requirements of Hardware and Bandwidth Discussion of Modeling Technology Modeling of VC Environment Modeling of Video Avatar Entity Modeling of Video Avatar’s Behavior Outcomes Interface Features System Assessment Conclusions and Future Work References Optimal Bi-directional Seam Carving for Content-Aware Image Resizing Introduction Related Work Optimal Bi-directional Seam Carving Motivation Normalization Retargeting Size Operation Significance Map Results and Discussion Future Work References Real-Time Hand Gesture Recognition Based on Vision Introduction Gesture Features Feature Extraction and Selection Support Vector Machine Experiment and Results Conclusion References A Vertical Search Engine Based on Visual and Textual Features Introduction A New Topic Identification Method Field Dictionary Construction Topic Similarity Prediction Vertical Hybrid Segmentation Image Classification Image Feature Extraction SVM Classifier Construction Classification Prediction Experiments and Results Conclusions References Hand Gesture Recognition in Natural State Based on Rotation Invariance and OpenCV Realization Introduction Related Works The Fundamentals Rotation Invariance Hand Recognition Overall Algorithm Gesture Segmentation in Complex Background Calculation of Density Distribution Feature Improved Algorithm Based on Label Points Using OpenCV to Realize Hand Gesture Recognition in Natural State Color Segmentation Module and Its Correlation Functions The Data Structure of Density Distribution Feature Recognition Result and Its Analysis Conclusions References Robust Hand Posture Recognition Integrating Multi-cue Hand Tracking Introduction Related Work Hand Detection Multi-cue Hand Tracking and Segmentation Bayesian Skin-Color Model Weighted Feature and Color Cue Based Multi-cue Hand Tracking Hand Segmentation Hand Posture Recognition Experiment Results and Analysis Conclusion References Spectrally-Based Single Image Relighting Introduction Single Image Relighting Results and Discussions Conclusion and Future Work References Multiple Layer Displacement Mapping with Lossless Image Compression Introduction Previous Work Data Lossless Compression Multiple Layer Displacement Maps Compression Ray Searching with Compressed Displacement Map Decompression in GPU Ray Searching in GPU Results Discussion References Computer Animation and Graphics for Edutainment Research on Shadow Map Based Shadow Generation Introduction Traditional Shadow Map Algorithm and Its Aliasing Problem Aspects in Construction of Shadow Maps Number of Shadow Maps Parameterization of Shadow Maps Content of Shadow Maps and Shadow Maps Filtering Comprehensive Consideration Conclusion and Future Work References A Case for Web-Based Interactive 3D Game Using Motion Capture Data Introduction Avatar Animation Design Skeleton-Skin Model Producing Animation User Interaction Game Story-Script Smooth Viewpoint Movement Score List Implementation and Web Publishing Java3D Web Publishing Performance Conclusion and Future Work References Sketch-Based Instancing of Parameterized 3D Models Introduction System Design Single Stroke Classification Problem The Features Classifier Comparison Sketch Recognition and 3D Model Construction Sketch Recognition: Training Model Construction Results Conclusion References Digital Animation: Repercussions of New Media on Traditional Animation Concepts Introduction (for a Definition of Animation) Movement in Animation Animation and Digital Manipulation Is Mocap Animation? Conclusion References Towards Virtual Actors for Acting Out Stories Introduction Understanding Virtual Acting Virtual Actors in Edutainment Computer Games Education Training Interactive Virtual Toys Therapy Theatre Play Metaverse Deepening the Concept of a Virtual Actor Relating These Concepts to Possible Applications Interaction Design Issues on Virtual Actors Conclusions References Progressive 3D Model Compression Based on Surfacelet Introduction Surfacelet Transform Mesh Compression Algorithm Based on Surfacelet Mesh Parameterization Surfacelet Transform Coding Experiments Conclusion References An Improved Artificial Potential Field Algorithm for Virtual Human Path Planning Introduction Related Work Goal Nonreachable Problem Goal Nonreachable Problem Improved Artificial Potential Field Algorithm Local Minimums Problem Local Minimum Problem Intermediate Target Point Based Method Algorithm Flow Simulation and Experiment System Parameters Simulations of the Three Cases Simulations under the Complex Environment Conclusion and Future References Research on Collision Detection Algorithm Based on Particle Swarm Optimization Introduction Particle Swarm Optimization Theory Detailed Testing PSO Solution Basic Model Algorithm Idea Experimental Results and Performance Analysis Conclusion References Parallel Collision Detection Algorithm Based on OBB Tree and Map Reduce Introduction Related Knowledge Collision Detection Oriented Bounding Box Balance Tree Divide and Conquer The Building of Bounding Box-Tree Data Structure Cloud Computing and Programming Model Introduced Cloud Computing MapReduce MapReduce Programming Algorithm Experimental Results and Performance Analysis Conclusion and Outlook References Creation of Tree Models from Freehand Sketches by Building 3D Skeleton Point Cloud Introduction Related Work General Methodology Building 3D Skeleton Point Cloud 3D Structure Construction from Point Cloud Results and Discussion Conclusion References Author Index Annotation. This book constitutes the refereed proceedings of the 5th International Conference on E-learning and Games, Edutainment 2010, held in Changchun, China, in August 2010. The 60 revised full papers presented were carefully reviewed and selected from 222 submissions. The papers are organized in topical sections on E-learning tools and platforms; E-learning system for education; E-learning environments and applications: game techniques for edutainment; multimedia techniques for edutainment; and computer animation and graphics for edutainment
دانلود کتاب Entertainment for Education. Digital Techniques and Systems: 5th International Conference on E-learning and Games, Edutainment 2010, Changchun, China, ... (Lecture Notes in Computer Science (6249))