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Fusion of Smart, Multimedia and Comp...
~
Favorskaya, Margarita.
Fusion of Smart, Multimedia and Computer Gaming Technologies = Research, Systems and Perspectives /
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Fusion of Smart, Multimedia and Computer Gaming Technologies/ edited by Dharmendra Sharma, Margarita Favorskaya, Lakhmi C. Jain, Robert J. Howlett.
Reminder of title:
Research, Systems and Perspectives /
other author:
Sharma, Dharmendra.
Description:
XI, 205 p. 81 illus., 6 illus. in color.online resource. :
Contained By:
Springer Nature eBook
Subject:
Computational intelligence. -
Online resource:
https://doi.org/10.1007/978-3-319-14645-4
ISBN:
9783319146454
Fusion of Smart, Multimedia and Computer Gaming Technologies = Research, Systems and Perspectives /
Fusion of Smart, Multimedia and Computer Gaming Technologies
Research, Systems and Perspectives /[electronic resource] :edited by Dharmendra Sharma, Margarita Favorskaya, Lakhmi C. Jain, Robert J. Howlett. - 1st ed. 2015. - XI, 205 p. 81 illus., 6 illus. in color.online resource. - Intelligent Systems Reference Library,841868-4394 ;. - Intelligent Systems Reference Library,67.
Advances in Smart, Multimedia and Computer Gaming Technologies -- Smart Gamification and Smart Serious Games -- Fusion of Secure IPsec-based Virtual Private Network, Mobile Computing and Rich Multimedia Technology -- Teaching and Promoting Smart Internet of Things Solutions Using the Serious-Game Approach -- Evaluation of Student Knowledge Using an e-Learning Framework -- The iTEC Eduteka -- 3D Virtual Worlds as a Fusion of Immersing, Visualizing, Recording and Replaying Technologies -- Fusion of Multimedia and Mobile Technology in Audioguides for Museums and Exhibitions.
This monograph book is focused on the recent advances in smart, multimedia and computer gaming technologies. The Contributions include: · Smart Gamification and Smart Serious Games. · Fusion of secure IPsec-based Virtual Private Network, mobile computing and rich multimedia technology. · Teaching and Promoting Smart Internet of Things Solutions Using the Serious-game Approach. · Evaluation of Student Knowledge using an e-Learning Framework. · The iTEC Eduteka. · 3D Virtual Worlds as a Fusion of Immersing, Visualizing, Recording, and Replaying Technologies. · Fusion of multimedia and mobile technology in audioguides for Museums and Exhibitions: from Bluetooth Push to Web Pull. The book is directed to researchers, students and software developers working in the areas of education and information technologies. .
ISBN: 9783319146454
Standard No.: 10.1007/978-3-319-14645-4doiSubjects--Topical Terms:
568984
Computational intelligence.
LC Class. No.: Q342
Dewey Class. No.: 006.3
Fusion of Smart, Multimedia and Computer Gaming Technologies = Research, Systems and Perspectives /
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Advances in Smart, Multimedia and Computer Gaming Technologies -- Smart Gamification and Smart Serious Games -- Fusion of Secure IPsec-based Virtual Private Network, Mobile Computing and Rich Multimedia Technology -- Teaching and Promoting Smart Internet of Things Solutions Using the Serious-Game Approach -- Evaluation of Student Knowledge Using an e-Learning Framework -- The iTEC Eduteka -- 3D Virtual Worlds as a Fusion of Immersing, Visualizing, Recording and Replaying Technologies -- Fusion of Multimedia and Mobile Technology in Audioguides for Museums and Exhibitions.
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This monograph book is focused on the recent advances in smart, multimedia and computer gaming technologies. The Contributions include: · Smart Gamification and Smart Serious Games. · Fusion of secure IPsec-based Virtual Private Network, mobile computing and rich multimedia technology. · Teaching and Promoting Smart Internet of Things Solutions Using the Serious-game Approach. · Evaluation of Student Knowledge using an e-Learning Framework. · The iTEC Eduteka. · 3D Virtual Worlds as a Fusion of Immersing, Visualizing, Recording, and Replaying Technologies. · Fusion of multimedia and mobile technology in audioguides for Museums and Exhibitions: from Bluetooth Push to Web Pull. The book is directed to researchers, students and software developers working in the areas of education and information technologies. .
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