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Transactions on Edutainment XVI

  • Book
  • © 2020

Overview

  • Gives a forum for stimulating and innovative research ideas in edutainment
  • Contains detailed papers on up-to-date topics in edutainment
  • Includes an editorial that gives a concise but informative introduction to each paper

Part of the book series: Lecture Notes in Computer Science (LNCS, volume 11782)

Part of the book sub series: Transactions on Edutainment (TEDUTAIN)

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About this book

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 27 papers presented in this issue were organized in topical sections named: e-learning and on-line apps; image and graphics; VR/AR; CV and AI; and animation and miscellaneous. 

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Keywords

Table of contents (27 chapters)

  1. CV and AI

Editors and Affiliations

  • Hangzhou Normal University, Hangzhou, China

    Zhigeng Pan

  • Imagineering Institute, Nusajaya, Malaysia

    Adrian David Cheok

  • University of Education, Weingarten, Germany

    Wolfgang Müller

  • Zhejiang University, Hangzhou, China

    Mingmin Zhang

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