Academic literature on the topic 'Edutainment system'
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Journal articles on the topic "Edutainment system"
Langley, Paul A., and Erik R. Larsen. "Edutainment, learning and system dynamics." System Dynamics Review 11, no. 4 (1995): 321–26. http://dx.doi.org/10.1002/sdr.4260110406.
Full textInkizhekova, M. S., and N. Yu Nikolaev. "Web-quest in the Edutainment System." Human Culture Education, no. 4 (2020): 181–96. http://dx.doi.org/10.34130/2233-1277-2020-4-181.
Full textWong, Wang-chan, Myron Sheu, and Eric Moy. "A Rich Internet Application edutainment training system." International Journal of Continuing Engineering Education and Life-Long Learning 16, no. 3/4 (2006): 280. http://dx.doi.org/10.1504/ijceell.2006.009204.
Full textStröhlein, Georg. "“HistoBrick”: Mobile Edutainment into Descriptive Statistics („HistoBrick“: Mobiles Edutainment zur Deskriptiven Statistik)." i-com 3, no. 2/2004 (February 1, 2004): 53–56. http://dx.doi.org/10.1524/icom.3.2.53.38338.
Full textMing, Yue, Qiuqi Ruan, and Guodong Gao. "A Mandarin edutainment system integrated virtual learning environments." Speech Communication 55, no. 1 (January 2013): 71–83. http://dx.doi.org/10.1016/j.specom.2012.06.007.
Full textLee, Jin-Hee, Eikyu Choi, Minseok Song, and Byeong-Seok Shin. "Dreamware: edutainment system for children with developmental disability." Multimedia Tools and Applications 68, no. 2 (April 27, 2012): 305–19. http://dx.doi.org/10.1007/s11042-012-1089-x.
Full textYoungho Lee, Y., and W. Woontack Woo. "Interactive edutainment system with enhanced personalized user interface framework." IEEE Transactions on Consumer Electronics 53, no. 2 (May 2007): 424–32. http://dx.doi.org/10.1109/tce.2007.381711.
Full textCha, Min Kyeong, Ju Yeon Mun, and Seong Baeg Kim. "An Adaptive Edutainment System for Learning Computer Operating Principles." International Journal of Multimedia and Ubiquitous Engineering 9, no. 12 (December 31, 2014): 281–92. http://dx.doi.org/10.14257/ijmue.2014.9.12.26.
Full textSetyadi, Asro, Ahmad Iskak, Rahmawati Sukmaningrum, and Faiza Hawa. "KOMPUTER INTERAKTIF SEBAGAI MEDIA PENGAJARAN BAHASA INGGRIS PADA ANAK USIA DINI." E-DIMAS 6, no. 1 (March 1, 2015): 1. http://dx.doi.org/10.26877/e-dimas.v6i1.794.
Full textWu, Jiang, and J. W. Zuo. "Interactive System for T-Learning: Introduction of iTV Edutainment Mode." Advanced Materials Research 215 (March 2011): 43–46. http://dx.doi.org/10.4028/www.scientific.net/amr.215.43.
Full textDissertations / Theses on the topic "Edutainment system"
Karime, Ali. "The Magic System: An ambient edutainment system for the young children." Thesis, University of Ottawa (Canada), 2009. http://hdl.handle.net/10393/28937.
Full textHafidh, Basim. "SmartPads - Encouraging Children's Physical Activity Using a Multimedia Edutainment System." Thèse, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/23236.
Full textAlam, Kazi Masudul. "Towards Diverse Media Augmented E-Book Reader Platform." Thèse, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/22884.
Full textRodrigues, Fabio Luiz Doreto. "Avaliação qualitativa da engenharia de sistemas imersivos para edutenimento." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-03052018-102736/.
Full textThe use and development of immersive systems for edutainment are well documented in academic works, with very satisfactory results in several areas of knowledge. However, systems engineering methods for immersive edutainment systems were not found in this research. The evaluation and understanding of systems\' engineering for immersive edutainment can aid in transferring academic knowledge to society. This work presents the achievement of ground theory based on qualitative evaluation of the design of two immersive edutainment systems developed from by partnership between a technological university center and a science museum. This evaluation consisted in obtaining data to elaborate a theory based on summarizing main aspects to be considered in engineering immersive edutainment systems based on studied cases. Qualitative research methods were used to collect and analyze development data from both systems, using in-depth interviews and projects\' documentation. From data coding, the grounded theory was elaborated and validated. The resulting theory points out that understanding, satisfaction and synergy between different teams of distinct disciplines and institutions are factors that have influenced both immersive edutainment systems projects.
Danielsson, Öberg Karin. "Att främja medverkan : Utmaningar och möjligheter för barns och ungdomars delaktighet vid design av digitala edutainmentproduktioner." Doctoral thesis, Umeå universitet, Institutionen för informatik, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-35603.
Full textEibl, Maximilian, and Marc Ritter. "Workshopband der Mensch & Computer 2011." Technische Universität Chemnitz, 2011. https://monarch.qucosa.de/id/qucosa%3A19535.
Full textFirst initiated in 2001, the conference series Mensch & Comuter has evolved as the leading event in the area of human-computer interaction in German speaking countrires hosting extremely vivid and exciting contributions with an audience that is keen to debate. Taking place the 11th time under the topical theme überMEDIEN|ÜBERmorgen, key topics of the conference are media themselves and their opportunities, risks, uses, influence on our lives and our influence on them, today and tomorrow. From the beginning, the workshops being organized by the community constitute a major part of the conference. These proceedings cover the contributions of eight workshops and two brief descriptions from Mensch & Computer as well as one workshop from Entertainment Interface track. Begreifbare Interaktion in gemischten Wirklichkeiten Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011) Mousetracking – Analyse und Interpretation von Interaktionsdaten Menschen, Medien, Auto-Mobilität mi.begreifbar – Medieninformatik begreifbar machen Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen Innovative Computerbasierte Musikinterfaces (ICMI) Senioren. Medien. Übermorgen. Designdenken in Deutschland Game Development in der Hochschulinformatik
Huang, Shao-Ling, and 黃勺菱. "An Edutainment System of Plant Growth Simulation." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/68468981078296241072.
Full text國立暨南國際大學
資訊工程學系
99
As the success shown by the somatosensory game platform, Wii, the importance of an intuitive and flexible interactive mechanism to human machine interfaces has been highlighted again. Meanwhile, because the L-system can store the 3D structural information of plants in the format of a self-extensible formal language, it has become a mainstream for simulating plant growth and structure in the field of computer graphics. However, directly using L-system to manipulate plants strongly requires users to have the pre-knowledge of those complicated L-grammar and botany. In this paper, we developed an edutainment system, which provides nonprofessional users interesting and interactive experience of growing plants in real-time, based on an integration of L-system and the motion-capture technique of Webcam. In addition, the elements of digital arts, such as designed scenarios and music, are also adopted into our system to raise users’ understanding of eco awareness. Our research approach can be divided into two stages. The first stage is transforming the motion-capture results, which are obtained from the OpenCv routines, into the plant growth parameters of L-system. These information is then utilized in the second stage to simulate plant’s growth and synthesize animations in real time. The above two stages will be repetitively executed for users to interactively control the growth of plants in a very user-friendly way.
Guo, Jheng-Yan, and 郭政諺. "Developing a Mobile Edutainment System of Minishogi." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/01471411521521327333.
Full text國立暨南國際大學
資訊工程學系
101
Minishogi is a modern variant of shogi (Japanese chess), which was invented by Shigenobu Kusumoto of Osaka, Japan in 1970. The rules are identical to those of standard shogi. But with a reduced number of pieces on a 5x5 board. Minishogi is more popular than its siblings. For traditional culture such as Shogi, there is enormous knowledge accumulated. In the case of Shogi, this knowledge includes logistic, strategy, and playing philosophy. And this knowledge was stored in the format of Kifu, which is basically a text-based record of game. Unfortunately, it is difficult for today’s adolescent to extract and understand this knowledge by directly reading Kifu. In this research, we developed a mobile edutainment system of Minishogi on the Android system. By utilizing mobile devices, users can learn and practice Minishogi game in anytime and anywhere. In addition, our approach provides a nature Human-Computer Interface for playing Minishogi with a brandly new experience by providing multimodal interaction, such as touch screen control and AR-based hand gesture recognition.
Yu, Chi-Chih, and 余岐智. "A Mobile Edutainment System on Converged Device." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/98387189424544744279.
Full text國立暨南國際大學
資訊工程學系
99
With advancements in science and technology, changes in habits and lifestyles, the usage of mobile phones has exceeded more than 90 percent of the population in developed countries. The growth of wireless communication technology and the popularity of mobile phones have ushered in a new phase of e-learning, i.e., mobile learning. The mobility of portable devices decreases the limitations of e-learning, and now allows learners to learn anytime, anywhere. By integrating m-learning (mobile learning) with interactive games, the interest level of learners can be raised even more. This dissertation presents a mobile edutainment system for Chinese chess with Augmented Reality (AR) technology on converged mobile phones. By adopting AR technologies with a user interface, users can play Chinese chess or learn a “Kifu” in a highly intuitive way with a virtual 3D chess board. The Kifu records every step in the playing of Chinese chess, and is helps players learn and analyze Chinese chess strategies. The system converts Kifu into electronic data; it helps users learn conveniently and they can practice immediately. With the AR interface of the system, users can “directly” pick up a chess piece and move it to the touch panel of a mobile phone. This approach provides users with a natural human computer interface. This system has received positive feedback. It shows that the system can help users learn Kifus, and motivates them to continue learning. The findings suggest that developing mobile edutainment systems with AR shows promise.
Lee, Ting-Hui, and 李亭蕙. "A Somatosensory Edutainment System Based on Plant Growth Simulation of L-system." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/d8mjd3.
Full text國立暨南國際大學
資訊工程學系
106
In recent years, the somatosensory technology has been used widely in the game industry. Moreover, it is also used widely for the purpose of rehabilitation, motion capture, input/output interfaces, and so on. Meanwhile the development and application of VR and AR have also become a hot trend. In many scenes of virtual reality environments or movies, a large number of plants often appear to present a natural landscape. In the field of Computer Graphics, Lindenmayer system — or L-system for short — is the mainstream method of simulating the growth of plants. The L-system is a parallel rewriting system which consists of axiom, the number of iteration, angle and production rules. In this paper, we integrate the motion-capture technique of Kinect 2, the plant growth simulation of L-system, and Unity to implement a somatosensory Edutainment System. This system provides users interesting and interactive experience of growing plants in real-time. The user can dance to control the virtual tree growth in the beginning. After that, the virtual tree will swing its branches as user did, just like the Ents in the fantasy world. Finally, user can wear HTC Vive HMD to observe their own generated trees. We look forward to increasing users' awareness and care about the environment through our system.
Books on the topic "Edutainment system"
K, Murase, ed. Proceedings of the 3rd International Symposium on Autonomous Minirobots for Research and Edutainment (AMiRE 2005). Berlin: Springer, 2006.
Find full textDavid, Cheok Adrian, Müller Wolfgang, Rhalibi Abdennour El, and SpringerLink (Online service), eds. Transactions on Edutainment II. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009.
Find full textPan, Zhigeng. Transactions on Edutainment VI. Berlin, Heidelberg: Springer-Verlag GmbH Berlin Heidelberg, 2011.
Find full textDavid, Cheok Adrian, Müller Wolfgang, Rhalibi Abdennour, and SpringerLink (Online service), eds. Transactions on Edutainment I. Berlin, Heidelberg: Springer-Verlag Berlin Heidelberg, 2008.
Find full textPan, Zhigeng. Transactions on Edutainment III. Berlin, Heidelberg: Springer-Verlag Berlin Heidelberg, 2009.
Find full textPan, Zhigeng. Transactions on Edutainment V. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011.
Find full textEdutainment, 2009 (2009 Banff Alta ). Learning by playing: Game-based education system design and development : 4th International Conference on E-Learning and Games, Edutainment 2009, August 9-11, 2009, Banff, Canada, proceedings. Heidelberg: Springer, 2009.
Find full text1974-, Chang Maiga, ed. Learning by playing: Game-based education system design and development : 4th International Conference on E-Learning and Games, Edutainment 2009, August 9-11, 2009, Banff, Canada, proceedings. Heidelberg: Springer, 2009.
Find full textDavid, Cheok Adrian, Müller Wolfgang, Chang Maiga, Zhang Mingmin, and SpringerLink (Online service), eds. Transactions on Edutainment VII. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012.
Find full textDavid, Cheok Adrian, Müller Wolfgang, Chang Maiga, Zhang Mingmin, and SpringerLink (Online service), eds. Transactions on Edutainment VIII. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012.
Find full textBook chapters on the topic "Edutainment system"
Kim, Cheol Min, Hye Sun Kim, and Seong Baeg Kim. "Ontology-Based Edutainment System." In Computational Science and Its Applications - ICCSA 2006, 288–97. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11751540_31.
Full textMao, Jianfei, Ronghua Liang, Keji Mao, and Qing Tian. "Vision-Based Robotic Graphic Programming System." In Transactions on Edutainment V, 80–89. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-18452-9_6.
Full textPeng, Yanjun, Rong Hua, Weidong Zhao, and Xinming Lu. "Application of Visualization in Virtual Endoscopy System." In Transactions on Edutainment III, 141–53. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-11245-4_13.
Full textWang, Quanyu, Yuan Guo, Lida Yang, and Mi Tian. "An Indoor Positioning System Based on iBeacon." In Transactions on Edutainment XIII, 262–72. Berlin, Heidelberg: Springer Berlin Heidelberg, 2017. http://dx.doi.org/10.1007/978-3-662-54395-5_22.
Full textBrown-Simmons, Gloria J., Falko Kuester, Christopher J. H. Knox, and So Yamaoka. "Earth and Planetary System Science Game Engine." In Transactions on Edutainment II, 203–18. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03270-7_14.
Full textAhn, Shinhyun, and Chung-Kon Shi. "Exploring Movie Recommendation System Using Cultural Metadata." In Transactions on Edutainment II, 119–34. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03270-7_9.
Full textOh, Sejin, and Woontack Woo. "ARGarden: Augmented Edutainment System with a Learning Companion." In Transactions on Edutainment I, 40–50. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-69744-2_4.
Full textShinozaki, Kuniya, Akitsugu Iwatani, and Ryohei Nakatsu. "Construction and Evaluation of a Robot Dance System." In Transactions on Edutainment I, 86–95. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-69744-2_8.
Full textDai, Rui, Zizhen Fan, and Zhigeng Pan. "A Virtual Reality Training System for Flood Security." In Transactions on Edutainment XVI, 126–34. Berlin, Heidelberg: Springer Berlin Heidelberg, 2020. http://dx.doi.org/10.1007/978-3-662-61510-2_12.
Full textGao, Yu, Yin Wang, Yihao Chen, Jie Chang, and Shouping Wang. "Life Science Immersive System Based on Virtual Reality." In Transactions on Edutainment XVI, 135–45. Berlin, Heidelberg: Springer Berlin Heidelberg, 2020. http://dx.doi.org/10.1007/978-3-662-61510-2_13.
Full textConference papers on the topic "Edutainment system"
Van Tung, Le, Duy Hung Pham, and Trung-Dung Ngo. "Musicbot: Edutainment with a reconfigurable robotic system." In 2018 IEEE 12th International Symposium on Embedded Multicore/Many-core Systems-on-Chip (MCSoC). IEEE, 2016. http://dx.doi.org/10.1109/atc.2016.7764826.
Full textJiawei, Han, Xiao Zhiguo, Han Lingeng, Xu Ying, Li Nianfeng, and Sato Reika. "A special edutainment system based on somatosensory game." In 2015 6th IEEE International Conference on Software Engineering and Service Science (ICSESS). IEEE, 2015. http://dx.doi.org/10.1109/icsess.2015.7339195.
Full textDae-Hyeon Song, Jae-Wan Park, and Chil-Woo Lee. "Implementation of edutainment contents for Touch-Face system." In 2008 International Conference on Control, Automation and Systems (ICCAS). IEEE, 2008. http://dx.doi.org/10.1109/iccas.2008.4694352.
Full textStefan, Philipp, Patrick Wucherer, Yuji Oyamada, Meng Ma, Alexander Schoch, Motoko Kanegae, Naoki Shimizu, et al. "An AR edutainment system supporting bone anatomy learning." In 2014 IEEE Virtual Reality (VR). IEEE, 2014. http://dx.doi.org/10.1109/vr.2014.6802077.
Full textYue Zhang and Fang Miao. "Educator-Researcher-Designer collaborative design architecture for edutainment game." In 2012 7th International Conference on System of Systems Engineering (SoSE). IEEE, 2012. http://dx.doi.org/10.1109/sysose.2012.6333528.
Full textLien, Yao-Nan. "Mobile Edutainment System -- National Palace Museum as an Example." In 2015 3rd International Conference on Future Internet of Things and Cloud (FiCloud). IEEE, 2015. http://dx.doi.org/10.1109/ficloud.2015.91.
Full textKarime, Ali, M. Anwar Hossain, Abdulmotaleb El Saddik, and Wail Gueaieb. "A multimedia-driven ambient edutainment system for the young children." In Proceeding of the 2nd ACM international workshop. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1462014.1462026.
Full textSaleh, Moutaz, and Jihad Mohamad Aljaam. "Ontology-based Multimedia Edutainment System for Assisting Children with Intellectual Challenges." In Annual International Conference on Computer Games Multimedia & Allied Technologies (CGAT 2016). Global Science & Technology Forum (GSTF), 2016. http://dx.doi.org/10.5176/2251-1679_cgat16.19.
Full textAn-Ping Wang and Pau-Lo Hsu. "The modular design of the distributed edutainment biped humanoid robot system." In 2007 IEEE Workshop on Advanced robotics and Its Social Impacts. IEEE, 2007. http://dx.doi.org/10.1109/arso.2007.4531430.
Full textHussain, Azham, Adil Abdullah, and Husniza Husni. "The design principles of edutainment system for autistic children with communication difficulties." In PROCEEDINGS OF THE INTERNATIONAL CONFERENCE ON APPLIED SCIENCE AND TECHNOLOGY 2016 (ICAST’16). Author(s), 2016. http://dx.doi.org/10.1063/1.4960887.
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