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E-Learning and Games

Overview of attention for book
Cover of 'E-Learning and Games'

Table of Contents

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    Book Overview
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    Chapter 1 Representation of Intractable Objects and Action Sequences in VR Using Hand Gesture Recognition
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    Chapter 2 An Improved Augmented Reality Registration Method Based on Visual SLAM
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    Chapter 3 Tenochtitlan - An Interactive Virtual Reality Environment that Encourages Museum Exhibit Engagement
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    Chapter 4 A Collaborative Aesthetic-Driven Virtual Fitness Game
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    Chapter 5 A Virtual-Real Interaction Game Design Based on Motion Capture
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    Chapter 6 Interactive Multimedia System for Chinese Traditional Costumes
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    Chapter 7 Towards Using an Augmented Reality Mobile Assistant for Improving Driving Skills
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    Chapter 8 Key Lightweighting Technologies of Web3D for Virtual Training of Metro Station Fire Evacuation
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    Chapter 9 Game-Based Crisis Simulation and Generation Framework: Design and Implementation Structure
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    Chapter 10 Snow White Is Missing: An Interactive Locative Story for Dementia Patients
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    Chapter 11 Affective Classification of Gaming Activities Coming from RPG Gaming Sessions
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    Chapter 12 Application of Virtual Simulation Technology in Maintenance Training
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    Chapter 13 The Gamification of Cybersecurity Training
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    Chapter 14 3D Point Cloud Classification Based on Discrete Conditional Random Field
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    Chapter 15 Lightweight Web3D Visualization Framework Using Dijkstra-Based Mesh Segmentation
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    Chapter 16 Dynamic Gesture Recognition Based on Edge Feature Enhancement Using Sobel Operator
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    Chapter 17 How Can 3D Game Engines Create Photo-Realistic Interactive Architectural Visualizations?
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    Chapter 18 An Efficient Human Body Contour Extraction Method for Mobile Apps
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    Chapter 19 A Study into Autonomous Scanning for 3D Model Construction
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    Chapter 20 The Analysis and Creation of Mogao Caves’ Three-Dimensional Model
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    Chapter 21 Spherical Hybrid Curvature Images of 3D Shapes and Its Applications
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    Chapter 22 WebPainter: Collaborative Stroke-Based Rendering Through HTML5 and WebGL
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    Chapter 23 Digital Visualization of Design and Construction Process of Traditional Village Dwellings
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    Chapter 24 GPGPU-Based Painterly Rendering for Mobile Environment
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    Chapter 25 Generating Stained Glass Animation
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    Chapter 26 Web3d Learning Platform of Furniture Layout Based on Case-Based Reasoning and Distance Field
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    Chapter 27 What’s Wrong with the Feedback?
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    Chapter 28 A Measure of Student Engagement for Serious Games and IoT
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    Chapter 29 Implementation of the Unity Engine for Developing 2D Mobile Games in Consideration of Start-Up/Student Developers
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    Chapter 30 Game-Enhanced and Process-Based e-Learning Framework
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    Chapter 31 Mobility and Edutainment in ESL Learning via Podcasting
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    Chapter 32 Young Peoples’ Views of Online Historical Archives
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    Chapter 33 Research on Multidisciplinary Integration in Game Art Higher Education
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    Chapter 34 Exploring the Shape of Digital Textbook for the Classroom in the Mobile Age
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    Chapter 35 An Investigation into Usability and First Time User Experiences Within a Mobile Gaming Context
Overall attention for this book and its chapters
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Title
E-Learning and Games
Published by
Springer, Cham, January 2017
DOI 10.1007/978-3-319-65849-0
ISBNs
978-3-31-965848-3, 978-3-31-965849-0
Editors

Feng Tian, Christos Gatzidis, Abdennour El Rhalibi, Wen Tang, Fred Charles

X Demographics

X Demographics

The data shown below were collected from the profiles of 3 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 55 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 55 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 3 5%
Student > Ph. D. Student 3 5%
Lecturer 1 2%
Researcher 1 2%
Professor > Associate Professor 1 2%
Other 0 0%
Unknown 46 84%
Readers by discipline Count As %
Arts and Humanities 2 4%
Computer Science 2 4%
Social Sciences 2 4%
Medicine and Dentistry 1 2%
Design 1 2%
Other 0 0%
Unknown 47 85%