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E-Learning and Games / El Rhalibi, Abdennour ; Pan, Zhigeng ; Jin, Haiyan ; Ding, Dandan ; Navarro-Newball, Andres A. ; Wang, Yinghui
TÃtulo : E-Learning and Games : 12th International Conference, Edutainment 2018, Xi'an, China, June 28–30, 2018, Proceedings / Tipo de documento: documento electrónico Autores: El Rhalibi, Abdennour, ; Pan, Zhigeng, ; Jin, Haiyan, ; Ding, Dandan, ; Navarro-Newball, Andres A., ; Wang, Yinghui, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2019 Número de páginas: XV, 417 p. 195 ilustraciones, 163 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-23712-7 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: Visión por computador Inteligencia artificial Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Ciencias sociales IngenierÃa Informática Red de computadoras Computadoras y Educación Interfaces de usuario e interacción persona-computadora Aplicación informática en ciencias sociales y del comportamiento. IngenierÃa Informática y Redes Clasificación: 371.334 Resumen: Este libro constituye las actas arbitradas de la 12.ª Conferencia Internacional sobre e-Learning y Juegos, EDUTAINMENT 2018, celebrada en Xi''an, China, en junio de 2018. Los 32 artÃculos completos y 32 breves presentados en este volumen fueron cuidadosamente revisados ​​y seleccionados de 85 presentaciones. Los artÃculos se organizaron en secciones temáticas denominadas: realidad virtual y realidad aumentada en entretenimiento educativo; gamificación para juegos serios y entrenamiento; gráficos, imágenes y aplicaciones; renderizado y animación de juegos; renderizado y animación de juegos y visión por ordenador en entretenimiento educativo; aprendizaje electrónico y juegos; y visión por computadora en entretenimiento educativo. Nota de contenido: Virtual Reality and Augmented Reality in Edutainment -- Barycentric shift model based VR application for detection and classification on body balance disorders -- Simulating Waiting Hall with Mass Passengers -- Geospatial Data Holographic Rendering Using Windows Mixed Reality -- Developing an Augmented Reality Multiplayer Learning Game: Lessons Learned -- Mixed reality-based simulator for training on imageless navigation skills in total hip replacement procedures -- Naturally Interact With Mobile Virtual Reality by CAT -- Avebury Portal – A Location-Based Augmented Reality Treasure Hunt for Archaeological Sites -- Gamification for Serious Game and Training -- An Analysis of Gamification Effect of Frequent-Flyer Program -- A Serious Game for Learning the Conversation Method with Autism for Typically Developing -- User Experience Research and Practice of Gamification for Driving Training -- Affective Interaction Technology of Companion Robots for the Elderly: A Review -- Gamification Strategies for an Introductory Algorithms and Programming Course -- Graphics, Imaging and Applications -- Structure Reconstruction of Indoor Scene from Terrestrial Laser Scanner -- A Fast and Layered Real Rendering Method for Human Face Model—D-BRDF -- A Queue-based Bandwidth Allocation Method for Streaming Media Servers in M-Learning VoD Systems -- A Hole Repairing Method based on Edge-Preserving Projection -- A Hole Repairing Method based on Slicing -- An improved total variation denoising model -- Spectral Dictionary Learning based Multispectral Image Compression -- Intrinsic Co-decomposition for Stereoscopic Images -- A Terrain Classification Method for POLSAR Images based on Modified Scattering Parameters -- PolSAR Data Classification via Combined Similarity Based Immune Clonal Spectral Clustering -- Game Rendering and Animation -- Modeling Emotional Contagion for Crowd in Emergencies -- A Semantic Parametric Model for 3D Human Body Reshaping -- Dynamic Load Balancing for Massively Multiplayer Online GamesUsing OPNET -- A slice-guided method of indoor scene structure retrieving -- A Deep Reinforcement Learning Approach for Autonomous Car Racing -- An Improved Bi-goal Algorithm for Many-Objective Optimization -- 3D human motion retrieval based on graph model -- Game Rendering and Animation & Computer Vision in Position-based simulation of skeleton-driven characters -- Parallel MOEA/D for Real-time Multi-objective Optimization Problems -- Bearing-only and Bearing-Doppler Target Tracking Based on EKF -- A motion-driven system for performing art -- Latent Topic Model based Multi-feature Learning for PolSAR Terrain Classiï¬cation -- E-Learning and Game -- TLogic: A tangible programming tool to help children solve problems -- School-Enterprise Cooperative Innovation and Entrepreneurship Courses and Case Library of Emerging Engineering Education -- The Dilemma in University Internal Governance and Exploration for the Innovative Solution -- Interactive Web 3D Contents Development Framework Based on Linked Data for Japanese History Education -- Collecting Visual Effect Linked Data using GWAP -- School-Enterprise Cooperative Innovation and Entrepreneurship Courses and Case Library of Emerging Engineering Education -- E-learning Rhythm Design: case study using Fighting Games -- A Mobile Learning System with Multi-point Interaction -- Research on Mobile Learning System of Colleges and Universities -- A study of Negative Emotion Regulation of College Students by Social Games Design -- Analysis of College Students' Employment, Unemployment and Enrollment with Self-Organizing Maps -- Hands on work game: neuro-pedagogical method to improve math fraction teaching -- The Research on Serious Games in Social Skills Training for Children with Autism -- A WebRTC E-Learning System Based on Kurento Media Server -- A Plant Growing Game Based on Mobile Terminal and Embedded Technology -- Computer Vision in Edutainment -- Static 3D Hand Gesture Recognition Method -- A Combined Deep Learning and Semi-Supervised Classification Algorithm for LS Area -- A novel feature-based pose estimation method for 3D faces -- Humanoid Robot Control Based on Deep Learning -- Improved Modular Convolution Neural Network for Human Pose Estimation -- Using Face Recognition to Detect "Ghost Writer" Cheating in Examination -- Texture Image Segmentation Based on Stationary Directionlet Domain Probabilistic Graphical Model -- Hand Pose Estimation using Convolutional Neural Networks and Support Vector Regression. Tipo de medio : Computadora Summary : This book constitutes the refereed proceedings of the 12th International Conference on e-Learning and Games, EDUTAINMENT 2018, held in Xi'an, China, in June 2018. The 32 full and 32 short papers presented in this volume were carefully reviewed and selected from 85 submissions. The papers were organized in topical sections named: virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; game rendering and animation; game rendering and animation and computer vision in edutainment; e-learning and game; and computer vision in edutainment. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] E-Learning and Games : 12th International Conference, Edutainment 2018, Xi'an, China, June 28–30, 2018, Proceedings / [documento electrónico] / El Rhalibi, Abdennour, ; Pan, Zhigeng, ; Jin, Haiyan, ; Ding, Dandan, ; Navarro-Newball, Andres A., ; Wang, Yinghui, . - 1 ed. . - [s.l.] : Springer, 2019 . - XV, 417 p. 195 ilustraciones, 163 ilustraciones en color.
ISBN : 978-3-030-23712-7
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: Visión por computador Inteligencia artificial Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Ciencias sociales IngenierÃa Informática Red de computadoras Computadoras y Educación Interfaces de usuario e interacción persona-computadora Aplicación informática en ciencias sociales y del comportamiento. IngenierÃa Informática y Redes Clasificación: 371.334 Resumen: Este libro constituye las actas arbitradas de la 12.ª Conferencia Internacional sobre e-Learning y Juegos, EDUTAINMENT 2018, celebrada en Xi''an, China, en junio de 2018. Los 32 artÃculos completos y 32 breves presentados en este volumen fueron cuidadosamente revisados ​​y seleccionados de 85 presentaciones. Los artÃculos se organizaron en secciones temáticas denominadas: realidad virtual y realidad aumentada en entretenimiento educativo; gamificación para juegos serios y entrenamiento; gráficos, imágenes y aplicaciones; renderizado y animación de juegos; renderizado y animación de juegos y visión por ordenador en entretenimiento educativo; aprendizaje electrónico y juegos; y visión por computadora en entretenimiento educativo. Nota de contenido: Virtual Reality and Augmented Reality in Edutainment -- Barycentric shift model based VR application for detection and classification on body balance disorders -- Simulating Waiting Hall with Mass Passengers -- Geospatial Data Holographic Rendering Using Windows Mixed Reality -- Developing an Augmented Reality Multiplayer Learning Game: Lessons Learned -- Mixed reality-based simulator for training on imageless navigation skills in total hip replacement procedures -- Naturally Interact With Mobile Virtual Reality by CAT -- Avebury Portal – A Location-Based Augmented Reality Treasure Hunt for Archaeological Sites -- Gamification for Serious Game and Training -- An Analysis of Gamification Effect of Frequent-Flyer Program -- A Serious Game for Learning the Conversation Method with Autism for Typically Developing -- User Experience Research and Practice of Gamification for Driving Training -- Affective Interaction Technology of Companion Robots for the Elderly: A Review -- Gamification Strategies for an Introductory Algorithms and Programming Course -- Graphics, Imaging and Applications -- Structure Reconstruction of Indoor Scene from Terrestrial Laser Scanner -- A Fast and Layered Real Rendering Method for Human Face Model—D-BRDF -- A Queue-based Bandwidth Allocation Method for Streaming Media Servers in M-Learning VoD Systems -- A Hole Repairing Method based on Edge-Preserving Projection -- A Hole Repairing Method based on Slicing -- An improved total variation denoising model -- Spectral Dictionary Learning based Multispectral Image Compression -- Intrinsic Co-decomposition for Stereoscopic Images -- A Terrain Classification Method for POLSAR Images based on Modified Scattering Parameters -- PolSAR Data Classification via Combined Similarity Based Immune Clonal Spectral Clustering -- Game Rendering and Animation -- Modeling Emotional Contagion for Crowd in Emergencies -- A Semantic Parametric Model for 3D Human Body Reshaping -- Dynamic Load Balancing for Massively Multiplayer Online GamesUsing OPNET -- A slice-guided method of indoor scene structure retrieving -- A Deep Reinforcement Learning Approach for Autonomous Car Racing -- An Improved Bi-goal Algorithm for Many-Objective Optimization -- 3D human motion retrieval based on graph model -- Game Rendering and Animation & Computer Vision in Position-based simulation of skeleton-driven characters -- Parallel MOEA/D for Real-time Multi-objective Optimization Problems -- Bearing-only and Bearing-Doppler Target Tracking Based on EKF -- A motion-driven system for performing art -- Latent Topic Model based Multi-feature Learning for PolSAR Terrain Classiï¬cation -- E-Learning and Game -- TLogic: A tangible programming tool to help children solve problems -- School-Enterprise Cooperative Innovation and Entrepreneurship Courses and Case Library of Emerging Engineering Education -- The Dilemma in University Internal Governance and Exploration for the Innovative Solution -- Interactive Web 3D Contents Development Framework Based on Linked Data for Japanese History Education -- Collecting Visual Effect Linked Data using GWAP -- School-Enterprise Cooperative Innovation and Entrepreneurship Courses and Case Library of Emerging Engineering Education -- E-learning Rhythm Design: case study using Fighting Games -- A Mobile Learning System with Multi-point Interaction -- Research on Mobile Learning System of Colleges and Universities -- A study of Negative Emotion Regulation of College Students by Social Games Design -- Analysis of College Students' Employment, Unemployment and Enrollment with Self-Organizing Maps -- Hands on work game: neuro-pedagogical method to improve math fraction teaching -- The Research on Serious Games in Social Skills Training for Children with Autism -- A WebRTC E-Learning System Based on Kurento Media Server -- A Plant Growing Game Based on Mobile Terminal and Embedded Technology -- Computer Vision in Edutainment -- Static 3D Hand Gesture Recognition Method -- A Combined Deep Learning and Semi-Supervised Classification Algorithm for LS Area -- A novel feature-based pose estimation method for 3D faces -- Humanoid Robot Control Based on Deep Learning -- Improved Modular Convolution Neural Network for Human Pose Estimation -- Using Face Recognition to Detect "Ghost Writer" Cheating in Examination -- Texture Image Segmentation Based on Stationary Directionlet Domain Probabilistic Graphical Model -- Hand Pose Estimation using Convolutional Neural Networks and Support Vector Regression. Tipo de medio : Computadora Summary : This book constitutes the refereed proceedings of the 12th International Conference on e-Learning and Games, EDUTAINMENT 2018, held in Xi'an, China, in June 2018. The 32 full and 32 short papers presented in this volume were carefully reviewed and selected from 85 submissions. The papers were organized in topical sections named: virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; game rendering and animation; game rendering and animation and computer vision in edutainment; e-learning and game; and computer vision in edutainment. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Entertainment Computing – ICEC 2020 / Nunes, Nuno J. ; Ma, Lizhuang ; Wang, Meili ; Correia, Nuno ; Pan, Zhigeng
TÃtulo : Entertainment Computing – ICEC 2020 : 19th IFIP TC 14 International Conference, ICEC 2020, Xi'an, China, November 10–13, 2020, Proceedings / Tipo de documento: documento electrónico Autores: Nunes, Nuno J., ; Ma, Lizhuang, ; Wang, Meili, ; Correia, Nuno, ; Pan, Zhigeng, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2020 Número de páginas: X, 470 p. 249 ilustraciones, 210 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-65736-9 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: microcomputadoras Inteligencia artificial Procesamiento de imágenes Visión por computador Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Computadoras Propósitos especiales Red de computadoras Computadoras personales Imágenes por computadora visión reconocimiento de patrones y gráficos Interfaces de usuario e interacción persona-computadora Sistemas de propósito especial y basados ​​en aplicaciones Redes de comunicación informática Clasificación: 004.16 Resumen: Este libro constituye las actas arbitradas de la 19.ª Conferencia Internacional IFIP TC 14 sobre Informática de Entretenimiento, ICEC 2020, que se suponÃa que tendrÃa lugar en Xi''an, China, en noviembre de 2020, pero que se celebró virtualmente debido a la pandemia de COVID-19. pandemia. Los 21 artÃculos completos y 18 artÃculos breves presentados fueron cuidadosamente revisados ​​y seleccionados entre 72 presentaciones. Cubren una amplia gama de temas en las siguientes áreas temáticas: juegos; realidad virtual y realidad aumentada; inteligencia artificial; entretenimiento educativo y arte; modelado 3D; y animación. Nota de contenido: Games -- Serious Violence: The Effects of Violent Elements in Serious Games -- Enhancing Game-Based Learning Through Infographics in the Context of Smart Home Security -- Automatic Generation of Game Levels Based on Controllable Wave Function Collapse Algorithm -- VR-DLR: A Serious Game of Somatosensory Driving Applied to Limb Rehabilitation Training -- A Procedurally Generated World for a Zombie Survival Game -- "Let's Play a Game!" Serious Games for Arabic Children with Dictation Difficulties -- Provchastic: Understanding and predicting game events using provenance -- Applying and Facilitating Serious Location-based Games -- The Braille Typist: A Serious Game Proposal for Braille Typewriter Training -- Murder Mystery Game Setting Research using Game Reï¬nement Measurement -- Finding flow in training activities by exploring single-agent arcade game information dynamics -- Players Perception of Loot Boxes -- Braillestick: A Game Control Proposal for Blind Users Based on the Braille Typewriter -- Virtual Reality and Augmented Reality -- Conquer Catharsis – A VR Environment for Anxiety Treatment of Children and Adolescents -- Virtual Reality Games for Stroke Rehabilitation : A Feasibility Study -- Interactive Simulation of DNA Structure for Mobile- Learning -- Augmented Reality towards facilitating abstract concepts learning -- Enhancing Whale Watching with mobile Apps and Streaming Passive Acoustics -- Tell a Tail: Leveraging XR for a Transmedia on Animal Welfare -- Survival On Mars - A VR Experience -- Tangible Multi-Card Projector-based Interaction With Physics -- Co-Sound: An interactive medium with WebAR and spatial synchronization -- A Memory Game Proposal for Facial Expressions Recognition in Health Therapies -- Artificial Intelligence -- Procedural Creation of Behavior Trees for NPCs -- Developing Japanese Ikebana as a Digital Painting Tool via AI -- Learning of Art Style Using AI and Its Evaluation Based on Psychological Experiments -- Deep Learning-Based Segmentationof Key Objects of Transmission Lines -- Classification of Chinese and Western Painting Images based on Brushstrokes Feature -- Role and value of character design of social robots -- Edutainment and Art -- Clas-Maze: An Edutainment Tool Combining Tangible Programming and Living Knowledge -- To Binge or not To Binge: viewers'moods and behaviors during the consumption of subscribed video streaming -- Psychological Evaluation for Images/Videos Displayed using Large LED Display and Projector -- To Borrow Arrows with Thatched Boats: an educational game for early years under the background of Chinese Three Kingdoms culture -- João em Foco: A Learning Object About the Dyslexia Disorder.-3D Modeling -- 3D Modeling and 3D Materialization of Fluid Art That Occurs in Very Short Time -- A 3D Flower Modeling Method Based on a Single Image -- Dynamic 3D Scanning Based on Optical Tracking -- Animation.-Body2Particles: Designing Particle Systems Using Body Gestures -- Discussion on the Art of Embryonic Form of computer Animation -- The Peepshow. Tipo de medio : Computadora Summary : This book constitutes the refereed proceedings of the 19th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2020, which was supposed to take place in Xi'an, China, in November 2020, but it was instead held virtually due to the COVID-19 pandemic. The 21 full papers and 18 short papers presented were carefully reviewed and selected from 72 submissions. They cover a large range of topics in the following thematic areas: games; virtual reality and augmented reality; artificial intelligence; edutainment and art; 3D modeling; and animation. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Entertainment Computing – ICEC 2020 : 19th IFIP TC 14 International Conference, ICEC 2020, Xi'an, China, November 10–13, 2020, Proceedings / [documento electrónico] / Nunes, Nuno J., ; Ma, Lizhuang, ; Wang, Meili, ; Correia, Nuno, ; Pan, Zhigeng, . - 1 ed. . - [s.l.] : Springer, 2020 . - X, 470 p. 249 ilustraciones, 210 ilustraciones en color.
ISBN : 978-3-030-65736-9
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: microcomputadoras Inteligencia artificial Procesamiento de imágenes Visión por computador Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Computadoras Propósitos especiales Red de computadoras Computadoras personales Imágenes por computadora visión reconocimiento de patrones y gráficos Interfaces de usuario e interacción persona-computadora Sistemas de propósito especial y basados ​​en aplicaciones Redes de comunicación informática Clasificación: 004.16 Resumen: Este libro constituye las actas arbitradas de la 19.ª Conferencia Internacional IFIP TC 14 sobre Informática de Entretenimiento, ICEC 2020, que se suponÃa que tendrÃa lugar en Xi''an, China, en noviembre de 2020, pero que se celebró virtualmente debido a la pandemia de COVID-19. pandemia. Los 21 artÃculos completos y 18 artÃculos breves presentados fueron cuidadosamente revisados ​​y seleccionados entre 72 presentaciones. Cubren una amplia gama de temas en las siguientes áreas temáticas: juegos; realidad virtual y realidad aumentada; inteligencia artificial; entretenimiento educativo y arte; modelado 3D; y animación. Nota de contenido: Games -- Serious Violence: The Effects of Violent Elements in Serious Games -- Enhancing Game-Based Learning Through Infographics in the Context of Smart Home Security -- Automatic Generation of Game Levels Based on Controllable Wave Function Collapse Algorithm -- VR-DLR: A Serious Game of Somatosensory Driving Applied to Limb Rehabilitation Training -- A Procedurally Generated World for a Zombie Survival Game -- "Let's Play a Game!" Serious Games for Arabic Children with Dictation Difficulties -- Provchastic: Understanding and predicting game events using provenance -- Applying and Facilitating Serious Location-based Games -- The Braille Typist: A Serious Game Proposal for Braille Typewriter Training -- Murder Mystery Game Setting Research using Game Reï¬nement Measurement -- Finding flow in training activities by exploring single-agent arcade game information dynamics -- Players Perception of Loot Boxes -- Braillestick: A Game Control Proposal for Blind Users Based on the Braille Typewriter -- Virtual Reality and Augmented Reality -- Conquer Catharsis – A VR Environment for Anxiety Treatment of Children and Adolescents -- Virtual Reality Games for Stroke Rehabilitation : A Feasibility Study -- Interactive Simulation of DNA Structure for Mobile- Learning -- Augmented Reality towards facilitating abstract concepts learning -- Enhancing Whale Watching with mobile Apps and Streaming Passive Acoustics -- Tell a Tail: Leveraging XR for a Transmedia on Animal Welfare -- Survival On Mars - A VR Experience -- Tangible Multi-Card Projector-based Interaction With Physics -- Co-Sound: An interactive medium with WebAR and spatial synchronization -- A Memory Game Proposal for Facial Expressions Recognition in Health Therapies -- Artificial Intelligence -- Procedural Creation of Behavior Trees for NPCs -- Developing Japanese Ikebana as a Digital Painting Tool via AI -- Learning of Art Style Using AI and Its Evaluation Based on Psychological Experiments -- Deep Learning-Based Segmentationof Key Objects of Transmission Lines -- Classification of Chinese and Western Painting Images based on Brushstrokes Feature -- Role and value of character design of social robots -- Edutainment and Art -- Clas-Maze: An Edutainment Tool Combining Tangible Programming and Living Knowledge -- To Binge or not To Binge: viewers'moods and behaviors during the consumption of subscribed video streaming -- Psychological Evaluation for Images/Videos Displayed using Large LED Display and Projector -- To Borrow Arrows with Thatched Boats: an educational game for early years under the background of Chinese Three Kingdoms culture -- João em Foco: A Learning Object About the Dyslexia Disorder.-3D Modeling -- 3D Modeling and 3D Materialization of Fluid Art That Occurs in Very Short Time -- A 3D Flower Modeling Method Based on a Single Image -- Dynamic 3D Scanning Based on Optical Tracking -- Animation.-Body2Particles: Designing Particle Systems Using Body Gestures -- Discussion on the Art of Embryonic Form of computer Animation -- The Peepshow. Tipo de medio : Computadora Summary : This book constitutes the refereed proceedings of the 19th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2020, which was supposed to take place in Xi'an, China, in November 2020, but it was instead held virtually due to the COVID-19 pandemic. The 21 full papers and 18 short papers presented were carefully reviewed and selected from 72 submissions. They cover a large range of topics in the following thematic areas: games; virtual reality and augmented reality; artificial intelligence; edutainment and art; 3D modeling; and animation. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Transactions on Edutainment XIII / Pan, Zhigeng ; Cheok, Adrian David ; Müller, Wolfgang ; Zhang, Mingmin
TÃtulo : Transactions on Edutainment XIII Tipo de documento: documento electrónico Autores: Pan, Zhigeng, ; Cheok, Adrian David, ; Müller, Wolfgang, ; Zhang, Mingmin, Mención de edición: 1 ed. Editorial: Berlin [Alemania] : Springer Fecha de publicación: 2017 Número de páginas: XI, 304 p. 164 ilustraciones ISBN/ISSN/DL: 978-3-662-54395-5 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: Visión por computador Gráficos de computadora Inteligencia artificial Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Computadoras Propósitos especiales Red de computadoras Interfaces de usuario e interacción persona-computadora Sistemas de propósito especial y basados ​​en aplicaciones Redes de comunicación informática Clasificación: 006.37 Resumen: Esta sublÃnea de revista sirve como foro para estimular y difundir ideas de investigación innovadoras, teorÃas, tecnologÃas emergentes, investigaciones empÃricas, métodos de vanguardia y herramientas en todos los diferentes géneros de entretenimiento educativo, como el aprendizaje basado en juegos y los juegos serios. , narración interactiva, entornos virtuales de aprendizaje, educación basada en realidad virtual y campos relacionados. Cubre aspectos de teorÃas educativas y de juegos, interacción persona-computadora, gráficos por computadora, inteligencia artificial y diseño de sistemas. Los 25 artÃculos presentados en el número 13 se organizaron en secciones temáticas denominadas: juegos de aprendizaje y visualización; realidad virtual y aplicaciones; TecnologÃa de gráficos 3D, informática multimedia y otros. . Nota de contenido: Exploring the Museum with a Handheld Projector in Your Own Room -- CPI Learning in Clothing Thermal Computational Design -- Study on Virtual Camera with Preset Shot types based on Composition Aesthetic computing -- A Synthesis Plot of PCP and MDS for the exploration of High Dimensional Time Series Data -- The Wearable Tactile Information Expression System based on Electrotactile Rendering -- Adaptable Behavior Coding Schema for Avatar Interaction in Network Virtual Environment -- A Virtual Music Control System Based on Dynamic Hand Gesture Recognition -- A real-time interactive system based on hand gesture recognition in virtual fitting -- A Robust Rectification Algorithm for the Vision Navigation System of the Planetary Rover -- Research on interactive dynamic simulation method in virtual medical surgical visualization -- A Distributed Stream Computing Architecture for Dynamic Light-field Acquisition and Rendering System -- Real-time Rendering of Rut Based on Material Point Method -- GPU-based Post-Processing Color Grading Algorithms in Real-time Rendering for Mobile Commerce Service User -- Manifold Ranking for Sketch-Based 3D Model Retrieval -- Design and Simulation of Autonomous Mobile Robots Obstacle Avoidance System -- Depth Map Enhancement with Interaction in 2D-to-3D Video Conversion -- A Collaborative Work System of Urban Management Based on Multi-Agent -- A Vehicle Logo Recognition Approach based on Foreground-background Pixel-Pair Feature -- Content-aware Image Retargeting Using Line-based MLS Deformation -- Visualizing Geospatial Distribution of Pesticide Residue Pollution using Cartogram and Heat Map -- Research on Shot Detection Algorithm of Self-adaptive Dual Thresholds Based on Multi-feature Fusion -- An Indoor Positioning System Based on iBeacon -- Approach of Load Balancing in Network Monitoring -- Method and applications for multiple attribute decision-making based on converting triangular fuzzy numbers into connection numbers -- Local Feature Weighting For Data Classification. Tipo de medio : Computadora Summary : 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 25 papers presented in the 13th issue were organized in topical sections named: learning games and visualization; virtual reality and applications; 3D graphics technology, multimedia computing, and others. . Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Transactions on Edutainment XIII [documento electrónico] / Pan, Zhigeng, ; Cheok, Adrian David, ; Müller, Wolfgang, ; Zhang, Mingmin, . - 1 ed. . - Berlin [Alemania] : Springer, 2017 . - XI, 304 p. 164 ilustraciones.
ISBN : 978-3-662-54395-5
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: Visión por computador Gráficos de computadora Inteligencia artificial Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Computadoras Propósitos especiales Red de computadoras Interfaces de usuario e interacción persona-computadora Sistemas de propósito especial y basados ​​en aplicaciones Redes de comunicación informática Clasificación: 006.37 Resumen: Esta sublÃnea de revista sirve como foro para estimular y difundir ideas de investigación innovadoras, teorÃas, tecnologÃas emergentes, investigaciones empÃricas, métodos de vanguardia y herramientas en todos los diferentes géneros de entretenimiento educativo, como el aprendizaje basado en juegos y los juegos serios. , narración interactiva, entornos virtuales de aprendizaje, educación basada en realidad virtual y campos relacionados. Cubre aspectos de teorÃas educativas y de juegos, interacción persona-computadora, gráficos por computadora, inteligencia artificial y diseño de sistemas. Los 25 artÃculos presentados en el número 13 se organizaron en secciones temáticas denominadas: juegos de aprendizaje y visualización; realidad virtual y aplicaciones; TecnologÃa de gráficos 3D, informática multimedia y otros. . Nota de contenido: Exploring the Museum with a Handheld Projector in Your Own Room -- CPI Learning in Clothing Thermal Computational Design -- Study on Virtual Camera with Preset Shot types based on Composition Aesthetic computing -- A Synthesis Plot of PCP and MDS for the exploration of High Dimensional Time Series Data -- The Wearable Tactile Information Expression System based on Electrotactile Rendering -- Adaptable Behavior Coding Schema for Avatar Interaction in Network Virtual Environment -- A Virtual Music Control System Based on Dynamic Hand Gesture Recognition -- A real-time interactive system based on hand gesture recognition in virtual fitting -- A Robust Rectification Algorithm for the Vision Navigation System of the Planetary Rover -- Research on interactive dynamic simulation method in virtual medical surgical visualization -- A Distributed Stream Computing Architecture for Dynamic Light-field Acquisition and Rendering System -- Real-time Rendering of Rut Based on Material Point Method -- GPU-based Post-Processing Color Grading Algorithms in Real-time Rendering for Mobile Commerce Service User -- Manifold Ranking for Sketch-Based 3D Model Retrieval -- Design and Simulation of Autonomous Mobile Robots Obstacle Avoidance System -- Depth Map Enhancement with Interaction in 2D-to-3D Video Conversion -- A Collaborative Work System of Urban Management Based on Multi-Agent -- A Vehicle Logo Recognition Approach based on Foreground-background Pixel-Pair Feature -- Content-aware Image Retargeting Using Line-based MLS Deformation -- Visualizing Geospatial Distribution of Pesticide Residue Pollution using Cartogram and Heat Map -- Research on Shot Detection Algorithm of Self-adaptive Dual Thresholds Based on Multi-feature Fusion -- An Indoor Positioning System Based on iBeacon -- Approach of Load Balancing in Network Monitoring -- Method and applications for multiple attribute decision-making based on converting triangular fuzzy numbers into connection numbers -- Local Feature Weighting For Data Classification. Tipo de medio : Computadora Summary : 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 25 papers presented in the 13th issue were organized in topical sections named: learning games and visualization; virtual reality and applications; 3D graphics technology, multimedia computing, and others. . Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...]
TÃtulo : Transactions on Edutainment XIV Tipo de documento: documento electrónico Autores: Pan, Zhigeng, ; Cheok, Adrian David, ; Müller, Wolfgang, Mención de edición: 1 ed. Editorial: Berlin [Alemania] : Springer Fecha de publicación: 2018 Número de páginas: X, 245 p. 101 ilustraciones ISBN/ISSN/DL: 978-3-662-56689-3 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: Visión por computador Inteligencia artificial Ciencias sociales Computadoras y Educación Aplicación informática en ciencias sociales y del comportamiento. Clasificación: 006.37 Resumen: Esta sublÃnea de la revista sirve como foro para estimular y difundir ideas de investigación innovadoras, teorÃas, tecnologÃas emergentes, investigaciones empÃricas, métodos de vanguardia y herramientas en todos los diferentes géneros de educación y entretenimiento, como el aprendizaje basado en juegos y los juegos serios, la narración interactiva, los entornos de aprendizaje virtual, la educación basada en realidad virtual y campos relacionados. Abarca aspectos de las teorÃas educativas y de juegos, la interacción hombre-computadora, los gráficos por computadora, la inteligencia artificial y el diseño de sistemas. Los 19 artÃculos presentados en el número 14 se organizaron en secciones temáticas denominadas: modelado y visualización 3D; imagen; aprendizaje electrónico y juegos; y varios. Tipo de medio : Computadora Summary : 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. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Transactions on Edutainment XIV [documento electrónico] / Pan, Zhigeng, ; Cheok, Adrian David, ; Müller, Wolfgang, . - 1 ed. . - Berlin [Alemania] : Springer, 2018 . - X, 245 p. 101 ilustraciones.
ISBN : 978-3-662-56689-3
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: Visión por computador Inteligencia artificial Ciencias sociales Computadoras y Educación Aplicación informática en ciencias sociales y del comportamiento. Clasificación: 006.37 Resumen: Esta sublÃnea de la revista sirve como foro para estimular y difundir ideas de investigación innovadoras, teorÃas, tecnologÃas emergentes, investigaciones empÃricas, métodos de vanguardia y herramientas en todos los diferentes géneros de educación y entretenimiento, como el aprendizaje basado en juegos y los juegos serios, la narración interactiva, los entornos de aprendizaje virtual, la educación basada en realidad virtual y campos relacionados. Abarca aspectos de las teorÃas educativas y de juegos, la interacción hombre-computadora, los gráficos por computadora, la inteligencia artificial y el diseño de sistemas. Los 19 artÃculos presentados en el número 14 se organizaron en secciones temáticas denominadas: modelado y visualización 3D; imagen; aprendizaje electrónico y juegos; y varios. Tipo de medio : Computadora Summary : 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. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Transactions on Edutainment XV / Pan, Zhigeng ; Cheok, Adrian David ; Müller, Wolfgang ; Zhang, Mingmin ; El Rhalibi, Abdennour ; Kifayat, Kashif
TÃtulo : Transactions on Edutainment XV Tipo de documento: documento electrónico Autores: Pan, Zhigeng, ; Cheok, Adrian David, ; Müller, Wolfgang, ; Zhang, Mingmin, ; El Rhalibi, Abdennour, ; Kifayat, Kashif, Mención de edición: 1 ed. Editorial: Berlin [Alemania] : Springer Fecha de publicación: 2019 Número de páginas: X, 275 p. 138 ilustraciones, 86 ilustraciones en color. ISBN/ISSN/DL: 978-3-662-59351-6 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: Visión por computador Ciencias sociales Protección de datos Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Computadoras y Educación Aplicación informática en ciencias sociales y del comportamiento. Seguridad de datos e información Interfaces de usuario e interacción persona-computadora Clasificación: 006.37 Resumen: Esta sublÃnea de revista sirve como foro para estimular y difundir ideas de investigación innovadoras, teorÃas, tecnologÃas emergentes, investigaciones empÃricas, métodos de vanguardia y herramientas en todos los diferentes géneros de entretenimiento educativo, como el aprendizaje basado en juegos y los juegos serios. , narración interactiva, entornos virtuales de aprendizaje, educación basada en realidad virtual y campos relacionados. Cubre aspectos de teorÃas educativas y de juegos, interacción persona-computadora, gráficos por computadora, inteligencia artificial y diseño de sistemas. Los 19 artÃculos presentados en el número 15 se organizaron en las siguientes secciones temáticas: multimedia; simulación; la seguridad cibernética; y aprendizaje electrónico. . Nota de contenido: Wearable Sensors and Equipment in VR Games: A Review -- A Style Image Confrontation Generation Network Based on Markov Random Field -- A Point Cloud Registration Algorithm Based On 3D-SIFT -- Lip-reading based on deep learning model -- Parameter Estimation of Decaying DC Component via Improved Levenberg-Marquardt Algorithm -- Typing technology of virtual character of animation based on enneagram personality -- The Style-based Automatic Generation System for Xinjiang Carpet Patterns -- Research on teaching experiment of color and Digital color -- Cybersecurity Curriculum Design: A Survey -- Teaching as a Collaborative Practice: Reframing Security Practitioners as Navigators -- Pedagogical Approach to Effective Cybersecurity Teaching -- Choose Your Pwn Adventure: Adding Competition and Storytelling to an Introductory Cybersecurity Course -- A Virtual Classroom for Cybersecurity Education -- The Cyber Security Knowledge Exchange: Working with Employers to produce authentic PBL scenarios and enhanceemployability -- Virtual Training and Experience System for Public Security Education -- Intelligent Coach Avatar Based Virtual Driving Training -- Multi-Channel Scene Synchronization Strategy in Real Time Rendering -- On the Characteristics of Mise-en-scène in Animated Audio-visual Language -- Human eye tracking based on CNN and Kalman filtering. Tipo de medio : Computadora Summary : 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 15th issue were organized in the following topical sections: multimedia; simulation; cybersecurity; and e-learning. . Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Transactions on Edutainment XV [documento electrónico] / Pan, Zhigeng, ; Cheok, Adrian David, ; Müller, Wolfgang, ; Zhang, Mingmin, ; El Rhalibi, Abdennour, ; Kifayat, Kashif, . - 1 ed. . - Berlin [Alemania] : Springer, 2019 . - X, 275 p. 138 ilustraciones, 86 ilustraciones en color.
ISBN : 978-3-662-59351-6
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: Visión por computador Ciencias sociales Protección de datos Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Computadoras y Educación Aplicación informática en ciencias sociales y del comportamiento. Seguridad de datos e información Interfaces de usuario e interacción persona-computadora Clasificación: 006.37 Resumen: Esta sublÃnea de revista sirve como foro para estimular y difundir ideas de investigación innovadoras, teorÃas, tecnologÃas emergentes, investigaciones empÃricas, métodos de vanguardia y herramientas en todos los diferentes géneros de entretenimiento educativo, como el aprendizaje basado en juegos y los juegos serios. , narración interactiva, entornos virtuales de aprendizaje, educación basada en realidad virtual y campos relacionados. Cubre aspectos de teorÃas educativas y de juegos, interacción persona-computadora, gráficos por computadora, inteligencia artificial y diseño de sistemas. Los 19 artÃculos presentados en el número 15 se organizaron en las siguientes secciones temáticas: multimedia; simulación; la seguridad cibernética; y aprendizaje electrónico. . Nota de contenido: Wearable Sensors and Equipment in VR Games: A Review -- A Style Image Confrontation Generation Network Based on Markov Random Field -- A Point Cloud Registration Algorithm Based On 3D-SIFT -- Lip-reading based on deep learning model -- Parameter Estimation of Decaying DC Component via Improved Levenberg-Marquardt Algorithm -- Typing technology of virtual character of animation based on enneagram personality -- The Style-based Automatic Generation System for Xinjiang Carpet Patterns -- Research on teaching experiment of color and Digital color -- Cybersecurity Curriculum Design: A Survey -- Teaching as a Collaborative Practice: Reframing Security Practitioners as Navigators -- Pedagogical Approach to Effective Cybersecurity Teaching -- Choose Your Pwn Adventure: Adding Competition and Storytelling to an Introductory Cybersecurity Course -- A Virtual Classroom for Cybersecurity Education -- The Cyber Security Knowledge Exchange: Working with Employers to produce authentic PBL scenarios and enhanceemployability -- Virtual Training and Experience System for Public Security Education -- Intelligent Coach Avatar Based Virtual Driving Training -- Multi-Channel Scene Synchronization Strategy in Real Time Rendering -- On the Characteristics of Mise-en-scène in Animated Audio-visual Language -- Human eye tracking based on CNN and Kalman filtering. Tipo de medio : Computadora Summary : 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 15th issue were organized in the following topical sections: multimedia; simulation; cybersecurity; and e-learning. . Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Transactions on Edutainment XVI / Pan, Zhigeng ; Cheok, Adrian David ; Müller, Wolfgang ; Zhang, Mingmin
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