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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 19 papers presented in the 14th issue were organized in topical sections named: 3D modeling and visualization; image; e-learning and games; and miscellaneous.
With great pleasure we would like to present the third volume of the journal Trans- tions on Edutainment. This journal, part of the Springer series Lecture Notes in C- puter Science, is devoted to research and development in the field of edutainment. Edutainment, also known as educational entertainment or entertainment-education, denotes all forms of entertainment designed to educate as well as to provide fun. This approach is motivated by the growing demands on individuals for life-long learning and the need to integrate effective learning opportunities throughout life. As such, edutainment has attracted increasing interest in the last few years. The first 12 articles of this issue represent a selection of outstanding contributions from Edutainment 2009, the 4th International Conference on E-Learning and Games held in Canada, in August 2009. The main purpose of the Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. These 12 papers cover mainly the topic of using games to stimulate learners’ learning motivation, i. e.
It is also essential to study the success of technology use in some of the advanced nations in the Asian region that promote a smarter and well-advanced community. A smarter community in these regions can only be materialized by adopting the latest trends in technology to improve quality of life. Some of these regions need a great emphasis on technology adoption for women empowerment and safety, promoting better health with telemedicine facilities, environment, and disaster prevention with IoT technologies, water treatment and sanitation, and addressing food scarcity issues with smarter precision agriculture. Ultimately, there needs to be more research focused on a smarter and secured community in the Asian region in terms of cultural and socioeconomic factors and technology advancements. ICT Solutions for Improving Smart Communities in Asia explores new possibilities using digital solutions and technologies to create collaborative and smarter communities for advancement in agriculture, the health sector, education centers, human resources, and administrative domains, as well as other areas to improve the overall living standards of people at the community level. This book will cover two main areas: the need for technology development in developing nations, mainly focusing on Asia, and the adoption of some of the advanced regions in Asia as role models for the less developed SAARC regions explicitly. This book is ideally intended for researchers, academicians, IT specialists, regional developers, government officials, practitioners, academicians, and students.
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.
The book contains selected research papers presented at the 2nd International Conference on Cyber-Physical Systems and Control (CPS&C’2021) which was held from 29 June to 2 July 2021 in St. Petersburg, Russia. The CPS&C’2021 Conference continues the series of international conferences that began in 2019 when the first International Conference on Cyber-Physical Systems and Control (CPS&C’2019) took place. Cyber-physical systems (CPSs) considered a modern and rapidly emerging generation of systems with integrated wide computational, information processing, and physical capabilities that can interact with humans through many new modalities and application areas of implementation. The book covers the latest advances, developments and achievements in new theories, algorithms, models, and applications of prospective problems associated with CPSs with an emphasis on control theory and related areas. The multidisciplinary fundamental scientific and engineering principles that underpin the integration of cyber and physical elements across all application areas are discussed in the book chapters. The materials of the book may be of interest to scientists and engineers working in the field of cyber-physical systems, systems analysis, control systems, computer technologies, and similar fields.
This two-volume set constitutes the proceedings of the Third Conference on Creativity in Intellectual Technologies and Data Science, CIT&DS 2019, held in Volgograd, Russia, in September 2019. The 67 full papers, 1 short paper and 3 keynote papers presented were carefully reviewed and selected from 231 submissions. The papers are organized in topical sections in the two volumes. Part I: cyber-physical systems and Big Data-driven world. Part II: artificial intelligence and deep learning technologies for creative tasks; intelligent technologies in social engineering.
New Materials in Civil Engineering provides engineers and scientists with the tools and methods needed to meet the challenge of designing and constructing more resilient and sustainable infrastructures. This book is a valuable guide to the properties, selection criteria, products, applications, lifecycle and recyclability of advanced materials. It presents an A-to-Z approach to all types of materials, highlighting their key performance properties, principal characteristics and applications. Traditional materials covered include concrete, soil, steel, timber, fly ash, geosynthetic, fiber-reinforced concrete, smart materials, carbon fiber and reinforced polymers. In addition, the book covers nanotechnology and biotechnology in the development of new materials. Covers a variety of materials, including fly ash, geosynthetic, fiber-reinforced concrete, smart materials, carbon fiber reinforced polymer and waste materials Provides a “one-stop resource of information for the latest materials and practical applications Includes a variety of different use case studies
List of members in vol. 1-17 and occasional other volumes.
Some vols., 1920-1949, contain collections of papers according to subject.