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Technologies for E-Learning and Digital Entertainment

Overview of attention for book
Cover of 'Technologies for E-Learning and Digital Entertainment'

Table of Contents

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    Book Overview
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    Chapter 1 WRITE: Writing Revision Instrument for Teaching English
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    Chapter 2 u-Teacher: Ubiquitous Learning Approach
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    Chapter 3 A Model for Knowledge Innovation in Online Learning Community
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    Chapter 4 The Design of Software Architecture for E-Learning Platforms
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    Chapter 5 An Educational Component-Based Digital TV Middleware for the Brazilian’s System
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    Chapter 6 Designing and Developing Process-Oriented Network Courseware: IMS Learning Design Approach
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    Chapter 7 Design and Implementation of Game-Based Learning Environment for Scientific Inquiry
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    Chapter 8 Research and Implementation of Web-Based E-Learning Course Auto-generating Platform
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    Chapter 9 A Humanized Mandarin e-Learning System Based on Pervasive Computing
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    Chapter 10 An Interactive Simulator for Information Communication Models
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    Chapter 11 iThaiSTAR – A Low Cost Humanoid Robot for Entertainment and Teaching Thai Dances
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    Chapter 12 The Study on Visualization Systems for Computer-Supported Collaborative Learning
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    Chapter 13 Computer-Assisted Paper Wrapping with Visualization
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    Chapter 14 Hangeul Learning System
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    Chapter 15 An Ajax-Based Terminology System for E-Learning 2.0
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    Chapter 16 Idea and Practice for Paperless Education
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    Chapter 17 SyTroN: Virtual Desk for Collaborative, Tele-operated and Tele-learning System with Real Devices
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    Chapter 18 An Examination of Students’ Perception of Blended E-Learning in Chinese Higher Education
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    Chapter 19 Research and Application of Learning Activity Management System in College and University E-Learning
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    Chapter 20 Motivate the Learners to Practice English through Playing with Chatbot CSIEC
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    Chapter 21 A Strategy for Selecting Super-Peer in P2P and Grid Based Hybrid System
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    Chapter 22 Personal Knowledge Management in E-Learning Era
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    Chapter 23 Teaching Machine Learning to Design Students
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    Chapter 24 A Survey on Use of “New Perspective English Learning System” among University Students—Case Study on Jiangxi Normal University
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    Chapter 25 Evolving Game NPCs Based on Concurrent Evolutionary Neural Networks
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    Chapter 26 Knowledge Discovery by Network Visualization
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    Chapter 27 Research on Emotional Vocabulary-Driven Personalized Music Retrieval
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    Chapter 28 Research on Update Service in Learning Resources Management System
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    Chapter 29 On Retrieval of Flash Animations Based on Visual Features
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    Chapter 30 The Design of Web-Based Intelligent Item Bank
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    Chapter 31 Methods on Educational Resource Development and Application
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    Chapter 32 Research on Management of Resource Virtualization Based on Network
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    Chapter 33 The F-R Model of Teaching in Chinese Universities
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    Chapter 34 An Approach to a Visual Semantic Query for Document Retrieval
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    Chapter 35 Modification of Web Content According to the User Requirements
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    Chapter 36 Virtual Environments with Content Sharing
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    Chapter 37 Hand Contour Tracking Using Condensation and Partitioned Sampling
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    Chapter 38 Integrating Gesture Recognition in Airplane Seats for In-Flight Entertainment
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    Chapter 39 Designing Engaging Interaction with Contextual Patterns for an Educational Game
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    Chapter 40 Design and Implement of Game Speech Interaction Based on Speech Synthesis Technique
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    Chapter 41 Two-Arm Haptic Force-Feedbacked Aid for the Shoulder and Elbow Telerehabilitation
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    Chapter 42 Vision Based Pose Recognition in Video Game
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    Chapter 43 Memotice Board: A Notice Board with Spatio-temporal Memory
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    Chapter 44 Mobile Cultural Heritage: The Case Study of Locri
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    Chapter 45 Study of Game Scheme for Elementary Historical Education
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    Chapter 46 Integration of Game Elements with Role Play in Collaborative Learning — A Case Study of Quasi-GBL in Chinese Higher Education
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    Chapter 47 A Case of 3D Educational Game Design and Implementation
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    Chapter 48 Mathematical Education Game Based on Augmented Reality
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    Chapter 49 Game-Based Learning Scenes Design for Individual User in the Ubiquitous Learning Environment
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    Chapter 50 Learning Models for the Integration of Adaptive Educational Games in Virtual Learning Environments
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    Chapter 51 The Potential of Interactive Digital Storytelling for the Creation of Educational Computer Games
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    Chapter 52 Designing Virtual Players for Game Simulations in a Pedagogical Environment: A Case Study
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    Chapter 53 The Relationship between Game Genres, Learning Techniques and Learning Styles in Educational Computer Games
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    Chapter 54 EFM: A Model for Educational Game Design
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    Chapter 55 Towards Generalised Accessibility of Computer Games
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    Chapter 56 Designing Narratology-Based Educational Games with Non-players
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    Chapter 57 Interactive Game Development with a Projector-Camera System
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    Chapter 58 Animated Impostors Manipulation for Real-Time Display in Games Design
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    Chapter 59 Virtual Avatar Enhanced Nonverbal Communication from Mobile Phones to PCs
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    Chapter 60 Analysis of Role Behavior in Collaborative Network Learning
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    Chapter 61 Survey on Real-Time Crowds Simulation
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    Chapter 62 TS-Animation: A Track-Based Sketching Animation System
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    Chapter 63 Dynamic Axial Curve –Pair Based Deformation
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    Chapter 64 3D Freehand Canvas
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    Chapter 65 Sparse Key Points Controlled Animation for Individual Face Model
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    Chapter 66 Networked Virtual Marionette Theater
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    Chapter 67 Tour into Virtual Environment in the Style of Pencil Drawing
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    Chapter 68 Research and Implementation of Hybrid Tracking Techniques in Augmented Museum Tour System
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    Chapter 69 Terrain Synthesis Based on Microscopic Terrain Feature
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    Chapter 70 A Double Domain Based Robust Digital Image Watermarking Scheme
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    Chapter 71 ABF Based Face Texturing
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    Chapter 72 Tile-Based Interactive Texture Design
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    Chapter 73 Efficient Method for Point-Based Rendering on GPUs
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    Chapter 74 Efficient Mushroom Cloud Simulation on GPU
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    Chapter 75 Virtual Artistic Paper-Cut
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    Chapter 76 A Sufficient Condition for Uniform Convergence of Stationary p -Subdivision Scheme
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    Chapter 77 Model and Animate Plant Leaf Wilting
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    Chapter 78 The Technical Research and System Realization of 3D Garment Fitting System Based on Improved Collision-Check Algorithm
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    Chapter 79 Reconstruction of Tree Crown Shape from Scanned Data
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    Chapter 80 A Survey of Modeling and Rendering Trees
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    Chapter 81 Creating Boundary Curves of Point-Set Models in Interactive Environment
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    Chapter 82 Rational Biquartic Interpolating Surface Based on Function Values
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    Chapter 83 3D Modelling for Metamorphosis for Animation
Overall attention for this book and its chapters
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Title
Technologies for E-Learning and Digital Entertainment
Published by
Springer Berlin Heidelberg, June 2008
DOI 10.1007/978-3-540-69736-7
ISBNs
978-3-54-069734-3, 978-3-54-069736-7
Editors

Pan, Zhigeng, Zhang, Xiaopeng, Rhalibi, Abdennour, Woo, Woontack, Li, Yi

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Geographical breakdown

Country Count As %
Netherlands 1 100%

Demographic breakdown

Readers by professional status Count As %
Other 1 100%
Readers by discipline Count As %
Computer Science 1 100%