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E-Learning and Games

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Cover of 'E-Learning and Games'

Table of Contents

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    Book Overview
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    Chapter 1 Barycentric Shift Model Based VR Application for Detection and Classification on Body Balance Disorders
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    Chapter 2 Simulating Waiting Hall with Mass Passengers
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    Chapter 3 Geospatial Data Holographic Rendering Using Windows Mixed Reality
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    Chapter 4 Developing an Augmented Reality Multiplayer Learning Game: Lessons Learned
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    Chapter 5 Mixed Reality-Based Simulator for Training on Imageless Navigation Skills in Total Hip Replacement Procedures
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    Chapter 6 Naturally Interact with Mobile Virtual Reality by CAT
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    Chapter 7 Avebury Portal – A Location-Based Augmented Reality Treasure Hunt for Archaeological Sites
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    Chapter 8 An Analysis of Gamification Effect of Frequent-Flyer Program
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    Chapter 9 A Serious Game for Learning the Conversation Method with Autism for Typically Developing
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    Chapter 10 User Experience Research and Practice of Gamification for Driving Training
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    Chapter 11 Affective Interaction Technology of Companion Robots for the Elderly: A Review
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    Chapter 12 Gamification Strategies for an Introductory Algorithms and Programming Course
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    Chapter 13 Structure Reconstruction of Indoor Scene from Terrestrial Laser Scanner
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    Chapter 14 A Fast and Layered Real Rendering Method for Human Face Model—D-BRDF
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    Chapter 15 A Queue-Based Bandwidth Allocation Method for Streaming Media Servers in M-Learning VoD Systems
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    Chapter 16 A Hole Repairing Method Based on Edge-Preserving Projection
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    Chapter 17 A Hole Repairing Method Based on Slicing
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    Chapter 18 An Improved Total Variation Denoising Model
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    Chapter 19 Spectral Dictionary Learning Based Multispectral Image Compression
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    Chapter 20 Intrinsic Co-decomposition for Stereoscopic Images
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    Chapter 21 A Terrain Classification Method for POLSAR Images Based on Modified Scattering Parameters
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    Chapter 22 PolSAR Data Classification via Combined Similarity Based Immune Clonal Spectral Clustering
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    Chapter 23 Modeling Emotional Contagion for Crowd in Emergencies
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    Chapter 24 A Semantic Parametric Model for 3D Human Body Reshaping
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    Chapter 25 Dynamic Load Balancing for Massively Multiplayer Online Games Using OPNET
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    Chapter 26 A Slice-Guided Method of Indoor Scene Structure Retrieving
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    Chapter 27 A Deep Reinforcement Learning Approach for Autonomous Car Racing
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    Chapter 28 An Improved Bi-goal Algorithm for Many-Objective Optimization
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    Chapter 29 3D Human Motion Retrieval Based on Graph Model
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    Chapter 30 Position-Based Simulation of Skeleton-Driven Characters
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    Chapter 31 Parallel MOEA/D for Real-Time Multi-objective Optimization Problems
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    Chapter 32 Bearing-Only and Bearing-Doppler Target Tracking Based on EKF
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    Chapter 33 A Motion-Driven System for Performing Art
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    Chapter 34 Latent Topic Model Based Multi-feature Learning for PolSAR Terrain Classification
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    Chapter 35 TLogic: A Tangible Programming Tool to Help Children Solve Problems
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    Chapter 36 School-Enterprise Cooperative Innovation and Entrepreneurship Courses and Case Library of Emerging Engineering Education
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    Chapter 37 The Dilemma and Exploration of the Innovation of Internal Governance in Higher Education Institutions
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    Chapter 38 Interactive Web 3D Contents Development Framework Based on Linked Data for Japanese History Education
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    Chapter 39 Collecting Visual Effect Linked Data Using GWAP
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    Chapter 40 E-learning Rhythm Design: Case Study Using Fighting Games
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    Chapter 41 A Mobile Learning System with Multi-point Interaction
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    Chapter 42 Research on Mobile Learning System of Colleges and Universities
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    Chapter 43 A Study of Negative Emotion Regulation of College Students by Social Games Design
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    Chapter 44 Analysis of College Students’ Employment, Unemployment and Enrollment with Self-Organizing Maps
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    Chapter 45 Hands on Work Game: Neuro-Pedagogical Method to Improve Math Fraction Teaching
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    Chapter 46 The Research on Serious Games in Social Skills Training for Children with Autism
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    Chapter 47 A WebRTC e-Learning System Based on Kurento Media Server
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    Chapter 48 A Plant Growing Game Based on Mobile Terminal and Embedded Technology
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    Chapter 49 Static Gesture Recognition Method Based on 3D Human Hand Joints
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    Chapter 50 A Combined Deep Learning and Semi-supervised Classification Algorithm for LS Area
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    Chapter 51 A Novel Feature-Based Pose Estimation Method for 3D Faces
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    Chapter 52 Humanoid Robot Control Based on Deep Learning
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    Chapter 53 Improved Modular Convolution Neural Network for Human Pose Estimation
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    Chapter 54 Using Face Recognition to Detect “Ghost Writer” Cheating in Examination
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    Chapter 55 Texture Image Segmentation Based on Stationary Directionlet Domain Probabilistic Graphical Model
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    Chapter 56 Hand Pose Estimation Using Convolutional Neural Networks and Support Vector Regression
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Title
E-Learning and Games
Published by
Springer International Publishing, January 2019
DOI 10.1007/978-3-030-23712-7
ISBNs
978-3-03-023711-0, 978-3-03-023712-7
Editors

Abdennour El Rhalibi, Zhigeng Pan, Haiyan Jin, Dandan Ding, Andres A. Navarro-Newball, Yinghui Wang

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