Academic literature on the topic 'Edutainment system'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Edutainment system.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Edutainment system"

1

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 text
APA, Harvard, Vancouver, ISO, and other styles
2

Inkizhekova, 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 text
APA, Harvard, Vancouver, ISO, and other styles
3

Wong, 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 text
APA, Harvard, Vancouver, ISO, and other styles
4

Ströhlein, 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 text
Abstract:
SummaryBased on preceding work on a mobile learning scenario a mobile game like application, called “HistoBrick”, is being designed. It serves as a platform for exercises, assignments and self studies in combination with the higher education courseware on descriptive statistics. This paper focuses on the mobile application and ignores its embedding into a suitable Learning Management System (LMS). “HistoBrick” aims to provide a ubiquitous tool for learning about statistic distributions and their most important characteristic numbers. The didactical background is inspired by recent ideas about how learning works in the so-called constructivist setting, in general, and the findings of game-based learning, in particular.
APA, Harvard, Vancouver, ISO, and other styles
5

Ming, 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 text
APA, Harvard, Vancouver, ISO, and other styles
6

Lee, 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 text
APA, Harvard, Vancouver, ISO, and other styles
7

Youngho 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 text
APA, Harvard, Vancouver, ISO, and other styles
8

Cha, 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 text
APA, Harvard, Vancouver, ISO, and other styles
9

Setyadi, 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 text
Abstract:
Abstrak ?é?á Mengajarkan bahasa Inggris pada anak bukanlah perkara yang mudah. Guru perlu berkreasi dan berinovasi dalam system pengajarannya untuk menciptakan suasana belajar yang menyenangkan dan menarik bagi anak. System pengajaran tersebut dapat berupa Edutainment. Edutainment merupakan gabungan dari education dan entertainment. System pengajaran ini menggabungkan pendidikan dan hiburan untuk?é?á menarik minat anak dalam belajar bahasa Inggris dengan mudah. Wujud dari edutainment tersebut dapat ditemukan dalam Komputer Interaktif maupun CD interaktif yang dapat dengan mudah dioperasikan untuk media pembelajaran dan tersedia ditoko-toko buku ternama. CD computer interaktif ini berisi materi- materi pembelajaran Bahasa Inggris yang menggabungkan antara visualisasi gerak, warna dan suara. Hal ini akan membantu motorik anak menjadi lebih peka dan terasah. Anak akan tertarik untuk belajar lebih akan bahasa Inggris dengan berbagai varian latihan yang terdapat dalam konten CD maupun computer interaktif tersebut. Untuk itu, pelatihan penggunaan computer interaktif sebagai media yang menarik dalam mengajarkan bahasa Inggris dilaksanakan untuk mengasah kekreatifan guru dalam menciptakan suasana belajar yang menyenangkan bagi anak dan untuk memberikan alternative media pembelajaran mellaui tehnology yang mudah diaplikasikan, lengkap dan menyenangkan. Kata Kunci: Komputer Interaktif, pengajaran bahasa Inggris, anak usia dini
APA, Harvard, Vancouver, ISO, and other styles
10

Wu, 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 text
Abstract:
This paper introduces a new education mode system named as T-learning, which converges with two technologies: iTV and E-learning. After the initial discussion about the potential of T-learning, a basic system mode will be proposed. Then we modify it according to the SCORM standard, and also descript a system evaluation for functionality testing. The main objective of this paper is to establish an interactive system for the home learning and exploit a potential business possibility for T-learning service.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Edutainment system"

1

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 text
Abstract:
This thesis presents an ambient edutainment system that targets the young children and helps them gain knowledge while having fun. The main idea of the system is that children will learn about new objects by either spelling the names of these objects or by tapping over them, and get in response a set of multimedia output related to these objects. For this purpose, we have implemented two approaches. The first approach is based on a voice recognition engine that detects children's speech, maps their unclear words to an appropriate pre-defined match, and provides the system with an accurate term in order to retrieve the appropriate media. Now the second approach is based on the concept of tangible computing. For this purpose, we designed a tangible user interface called "Magic Stick" that reads the tag identifications attached to entities and objects, and then maps them to their pre-defined terms. We incorporated three games that allow children of different ages to benefit from the system's functionalities and encourage them to interact with it.
APA, Harvard, Vancouver, ISO, and other styles
2

Hafidh, 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 text
Abstract:
This thesis presents an exercise-based edutainment system intended for children. It is designed to enhance their cognitive development by encouraging movement in a fun way. The main idea behind the system is that children will have fun constructing a physical, tangible user interface. In addition, they will learn how to spell many words that represent objects and entities by stepping on a collection of coloured pads and receiving responses through a set of multimedia outputs related to these entities. For this purpose we have designed and implemented a tangible user interface that facilitates interaction with the system. This tangible user interface is called "SmartPads" and is composed of coloured tiles that can be physically connected to each other to form any shape. The pads are mapped onto a computer screen in real-time. A user interacts with the interface by stepping on the pads. We have incorporated two games that allow children of different ages to benefit from the system's functionalities and encourage them to interact with it. This thesis provides detailed information about the proposed system and its related components, discusses the design and development of the two games, and measures the system's performance when used by the children.
APA, Harvard, Vancouver, ISO, and other styles
3

Alam, 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 text
Abstract:
In order to leverage the use of various modalities such as audio-visual-touch in instilling learning behaviour, we present an intuitive approach of annotation based hapto-audio-visual interaction with the traditional digital learning materials such as eBooks. By integrating the traditional home entertainment system and respective media in the user's reading experience combined with haptic interfaces, we examine whether such augmentation of modalities influence the user's reading experience in terms of attention, entertainment and retention. The proposed Haptic E-Book (HE-Book) system leverages the haptic jacket, haptic arm band as well as haptic sofa interfaces to receive haptic emotive signals wirelessly in the form of patterned vibrations of the actuators and expresses the learning material by incorporating audio-video based augmentation in order to pave ways for intimate reading experience in the popular eBook platform. We have designed and developed desktop, mobile/tablet based HE-Book system as well as a semi-automated annotation authoring tool. Our system also supports multimedia based diverse quiz augmentations, which can help in learning tracking. We have conducted quantitative and qualitative tests using the developed prototype systems. We have adopted the indirect objective based performance analysis methodology, which is commonly used for multimedia based learning investigation. The user study shows that, there is a positive tendency of accepting multimodal interactions including haptics with traditional eBook reading experience. Though our limited number of laboratory tests reveal, that haptics can be an influencing media in eBook reading experience, but it requires large scale real life tests to provide a concluding remarks.
APA, Harvard, Vancouver, ISO, and other styles
4

Rodrigues, 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 text
Abstract:
A utilização e o desenvolvimento de sistemas imersivos para edutenimento são documentados em trabalhos acadêmicos, com resultados bastante satisfatórios em diversas áreas do conhecimento. No entanto, métodos de engenharia de sistemas voltados para sistemas imersivos de edutenimento, não foram encontrados na pesquisa realizada. A avaliação e compreensão da engenharia de sistemas para edutenimento podem auxiliar no processo de transferência deste conhecimento acadêmico para a sociedade. Este trabalho apresenta a obtenção de uma teoria fundamentada por meio de uma avaliação qualitativa do projeto de dois sistemas imersivos de edutenimento desenvolvidos a partir de uma parceria entre um centro tecnológico da universidade e um museu de ciências. Esta avaliação consistiu na obtenção de dados para elaboração de uma teoria fundamentada que sumarize os principais aspectos as serem considerados na engenharia de sistemas imersivos para edutenimento partindo dos casos estudados. Foram utilizados métodos de pesquisa qualitativa para levantamento e análise dos dados do desenvolvimento dos dois sistemas, como entrevistas em profundidade e análise da documentação de projeto. A partir da codificação dos dados, a teoria fundamentada foi elaborada e validada. A teoria resultante aponta que a compreensão, a satisfação e sinergia entre as diversas equipes de disciplinas e instituições distintas são fatores que impactaram nos projetos dos sistemas imersivos para edutenimento avaliados.
The 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.
APA, Harvard, Vancouver, ISO, and other styles
5

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 text
Abstract:
Denna avhandling inom interaktionsdesign handlar om användarmedverkan vid design av digitala edutainmentspel. Arbetet omfattar en aktionsorienterad forskningsansats där barns och ungdomars medverkan har främjats i tre tillämpade designprojekt. Genom observationer och intervjuer har utmaningar och strategier för användarmedverkan dokumenterats. Därtill även de bidrag som barnens och ungdomarnas medverkan innebar för design av edutainmentspel. Avhandlingen visar på två tydliga resultat. För det första, genom de utmaningar för användarmedverkan som designprocessen innebar och hanterandet av dessa utmaningar, så påvisas hur motiv till användarmedverkan kan förändras hos designteamet. Denna förändring är en pågående process som sker före, under och efter ett designprojekt. Motiv till användarmedverkan förändras med stöd av en förmedlare. En förmedlare bibringar synpunkter och designförslag mellan användare och designers. Förmedlaren anpassar även användarmedverkan till det sammanhang inom vilket designprojektet genomförs. Genom att delge designteamet dokument om och resultat av användarsessioner, så omvandlas förmedlarens kunskap om och erfarenhet av användarmedverkan till designteamets egen. Kunskap och erfarenhet vilka därefter förändrar motiv till design av fördel för användarmedverkan. För det andra så dokumenteras i avhandlingen betydelsen av att barn och ungdomar medverkar vid design av edutainmentspel. Dessa spel har under en längre tid utmanats av att finna balans mellan lärande och underhållning. Genom sin erfarenhet av målgruppens förväntningar på tekniken, samt av att bidra inom områden för design så som; koncept och innehåll, interaktionslösningar, samt utseende och känsla, så medförde barnens och ungdomarnas medverkan ett stöd för designteamet i att finna balans mellan lärande och underhållning. I resultaten framkommer att barnen och ungdomarna deltog i projekten i egenskap av informanter. Eftersom de inte hade ansvar för den utvecklade produktionen betraktades de inte heller som medlemmar i designteamet. Med sina resultat medverkar avhandlingen i diskursen om hur traditionella designperspektiv kan tillämpas vid design av digitala edutainmentproduktioner.
APA, Harvard, Vancouver, ISO, and other styles
6

Eibl, Maximilian, and Marc Ritter. "Workshopband der Mensch & Computer 2011." Technische Universität Chemnitz, 2011. https://monarch.qucosa.de/id/qucosa%3A19535.

Full text
Abstract:
Die seit 2001 stattfindende Konferenz Mensch & Computer geht in diesem Jahr in ihre elfte Runde. Thema ist: überMEDIEN|ÜBERmorgen. Die Mensch & Computer lebt von den vielfältigen und spannenden Beiträgen, welche während der Veranstaltung präsentiert und diskutiert werden. Seit Beginn machen die durch die Community organisierten Workshops einen wesentlichen Teil der Konferenz aus. Dieser Workshopband enthält die Beiträge zu acht Workshops der Mensch & Computer sowie zu einem Workshop des Thementracks Entertainment Interfaces sowie Kurzbeschreibungen zweier weiterer Workshops der Mensch & Computer. 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
First 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
APA, Harvard, Vancouver, ISO, and other styles
7

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
Abstract:
碩士
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.
APA, Harvard, Vancouver, ISO, and other styles
8

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
Abstract:
碩士
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.
APA, Harvard, Vancouver, ISO, and other styles
9

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
Abstract:
博士
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.
APA, Harvard, Vancouver, ISO, and other styles
10

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
Abstract:
碩士
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.
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "Edutainment system"

1

K, Murase, ed. Proceedings of the 3rd International Symposium on Autonomous Minirobots for Research and Edutainment (AMiRE 2005). Berlin: Springer, 2006.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

David, Cheok Adrian, Müller Wolfgang, Rhalibi Abdennour El, and SpringerLink (Online service), eds. Transactions on Edutainment II. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Pan, Zhigeng. Transactions on Edutainment VI. Berlin, Heidelberg: Springer-Verlag GmbH Berlin Heidelberg, 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

David, Cheok Adrian, Müller Wolfgang, Rhalibi Abdennour, and SpringerLink (Online service), eds. Transactions on Edutainment I. Berlin, Heidelberg: Springer-Verlag Berlin Heidelberg, 2008.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Pan, Zhigeng. Transactions on Edutainment III. Berlin, Heidelberg: Springer-Verlag Berlin Heidelberg, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Pan, Zhigeng. Transactions on Edutainment V. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Edutainment, 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 text
APA, Harvard, Vancouver, ISO, and other styles
8

1974-, 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 text
APA, Harvard, Vancouver, ISO, and other styles
9

David, 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 text
APA, Harvard, Vancouver, ISO, and other styles
10

David, 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 text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "Edutainment system"

1

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 text
APA, Harvard, Vancouver, ISO, and other styles
2

Mao, 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 text
APA, Harvard, Vancouver, ISO, and other styles
3

Peng, 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 text
APA, Harvard, Vancouver, ISO, and other styles
4

Wang, 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 text
APA, Harvard, Vancouver, ISO, and other styles
5

Brown-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 text
APA, Harvard, Vancouver, ISO, and other styles
6

Ahn, 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 text
APA, Harvard, Vancouver, ISO, and other styles
7

Oh, 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 text
APA, Harvard, Vancouver, ISO, and other styles
8

Shinozaki, 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 text
APA, Harvard, Vancouver, ISO, and other styles
9

Dai, 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 text
APA, Harvard, Vancouver, ISO, and other styles
10

Gao, 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 text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Edutainment system"

1

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 text
APA, Harvard, Vancouver, ISO, and other styles
2

Jiawei, 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 text
APA, Harvard, Vancouver, ISO, and other styles
3

Dae-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 text
APA, Harvard, Vancouver, ISO, and other styles
4

Stefan, 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 text
APA, Harvard, Vancouver, ISO, and other styles
5

Yue 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 text
APA, Harvard, Vancouver, ISO, and other styles
6

Lien, 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 text
APA, Harvard, Vancouver, ISO, and other styles
7

Karime, 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 text
APA, Harvard, Vancouver, ISO, and other styles
8

Saleh, 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 text
APA, Harvard, Vancouver, ISO, and other styles
9

An-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 text
APA, Harvard, Vancouver, ISO, and other styles
10

Hussain, 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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography