Catálogo de publicaciones - libros
Technologies for E-Learning and Digital Entertainment: First International Conference, Edutainment 2006, Hangzhou, China, April 16-19, 2006, Proceedings
Zhigeng Pan ; Ruth Aylett ; Holger Diener ; Xiaogang Jin ; Stefan Göbel ; Li Li (eds.)
En conferencia: 1º International Conference on Technologies for E-Learning and Digital Entertainment (Edutainment) . Hangzhou, China . April 16, 2006 - April 19, 2006
Resumen/Descripción – provisto por la editorial
No disponible.
Palabras clave – provistas por la editorial
User Interfaces and Human Computer Interaction; Artificial Intelligence (incl. Robotics); Information Systems Applications (incl. Internet); Multimedia Information Systems; Computer Graphics; Computers and Education
Disponibilidad
Institución detectada | Año de publicación | Navegá | Descargá | Solicitá |
---|---|---|---|---|
No detectada | 2006 | SpringerLink |
Información
Tipo de recurso:
libros
ISBN impreso
978-3-540-33423-1
ISBN electrónico
978-3-540-33424-8
Editor responsable
Springer Nature
País de edición
Reino Unido
Fecha de publicación
2006
Información sobre derechos de publicación
© Springer-Verlag Berlin Heidelberg 2006
Tabla de contenidos
doi: 10.1007/11736639_17
Research on Personalized Knowledge Service System in Community E-Learning
Yan-wen Wu; Qi Luo; Yu-jun Liu; Ying Yu; Zhao-hua Zhang; Yan Cao
To meet the needs of education in the learning community, personalized knowledge service system based on community E-learning (PKSSCE) was proposed and realized. The structure of system, workflow and key technologies of realizing feature selection module, user interest module, personalized teaching resources filtering module were introduced in the paper. After the test use of the system by some certain communities, we found that the system could improve the residents initiative participation in the community education and training. Thus, we thought it might be a practical solution to realize self-learning and self-promotion in the life long education age.
- E-Learning Platforms and Tools | Pp. 124-131
doi: 10.1007/11736639_19
E-Learning Resource Management Knowledge
Laxmi Saxena
Through E-Learning Managment Multimedia and virtual reality Internet Web sites, e-mail, e-governance, e-business, e-banking, video tele coference, smart cards, and digital cameras etc. fastest means of information and communications that have shrunken the world into a global village . Computer mediated video and CD ROM’s are being used to impart distant education programmes. A network of e-health and telemedicine allows the hospital and specialists to recieve and transmit medical records for treatment of the needy patients at remote areas. Akshay -a computer drived e-literacy programme in India, a net work over 600 village telecentres is reaching to more than 3.6 million people. MEDINA project is a unique venture of 14 (MED iterranean countries by INternet Access) to highlight thier cultural identity. Sattelite imegery are used to prepare digitised maps of cultural and heritage sites Humpy. ’Jal Chitra’ is an interactive programe to browse a community based water resource map of the villages . Active techno–pagans like cyber sangha and roman catholic churches are using internet to spread massage of peace, love and non violance. A web-based governance offers a direct link to government services, available to the citizens like G2C: Government to Citizen Interface. G2B: Government to Business tansactions, Company Registrations, Trade Licenses/Permits etc.. between the Government & Businessmen. OPEN, that is’ Online Procedures ENhancement for civil applications allows the citizens to monitor the status of their complains on the Internet.
- E-Learning Platforms and Tools | Pp. 140-146
doi: 10.1007/11736639_21
Research and Application of Stereoscopic Video Based e-Learning System
Linjuan Pang; Gangyi Jiang; Yu Zhou; Mei Yu
In this paper, an e-Learning system based on the advanced stereoscopic video is developed. It fully takes advantages of three dimensional (3D) video, provides more interesting and vivid learning content and greatly improves the learning efficiency. It provides communication opportunity to students with their teacher, which is also beneficial to quicken the learning process. Such a system can be very suited to the students majoring in physic, architectonics and so on.
- E-Learning Platforms and Tools | Pp. 156-160
doi: 10.1007/11736639_23
Knowledge Representing and Clustering in e-Learning
Chunhua Ju; Xun Wang; Biwei Li
For e-Learning, traditional navigator or searching engine has inherent weaknesses, so individualized intelligent learning is difficult to be realized. This paper proposed a hybrid knowledge structure reflecting the relationships among knowledge modules. A series of association knowledge items were gathered by standardized inputting and knowledge clustering based on association rules. Based on the mapping of knowledge items to knowledge domain, the proposed knowledge clustering and representation could intelligently provide learner clues of interrelated learning. The simulation results showed that the proposed plan is an effective scheme of intelligent learning.
- E-Learning Platforms and Tools | Pp. 166-170
doi: 10.1007/11736639_25
A New Method for Testing Embedded Software with Scenario Pattern
Yu Ren; Tongwu Li
This paper presents a new way to test embedded software with a scenario pattern-based method. It also introduces some concepts of scenario and scenario patterns, and formalizes the embedded software with scenario model ACDATE. The verification patterns are built with embedded system, and are tested with the samples of basic scenario pattern. This paper shows the process about how to verify the embedded software.
- E-Learning Platforms and Tools | Pp. 178-182
doi: 10.1007/11736639_26
The Construction of Fuzzy Set and Fuzzy Rule for Mixed Approach in Adaptive Hypermedia Learning System
Naomie Salim; Norreen Haron
In this paper, a framework for individualizing the learning material structure in adaptive learning system is introduced. It aims to utilize the learning characteristics and provide a personalized learning environment that exploit pedagogical model and fuzzy logic techniques. The learning material consists of 4 structures; 1) theory, 2) examples 3) exercises and 4) activities. The pedagogical model and learning characteristics are based on the student’s personality factor (Myers-Briggs Type Indicator (MBTI)), whilst the fuzzy logic techniques are used to classify the structure of learning material which is based on student’s personality factors. This paper tend to illustrate the construction of fuzzy set and fuzzy rules to find the best rules based on combination of two approaches; learning style approach and fuzzy logic approach for adapting the content to the user, allowing a learning system to dynamically adapt the choice of possible learning structure through the learning material based on the user’s personality factor.
- E-Learning Platforms and Tools | Pp. 183-187
doi: 10.1007/11736639_28
A Platform for Interactive VR Storytelling
Changhoon Park; Michitaka Hirose; Heedong Ko
This paper presents a platform for interactive VR storytelling with supporting the development of system and content. This platform enables to build more complex and dynamic virtual environments by specifying the spatial and temporal relationship between not only 3D model and multimedia but also human-computer interface.
- E-Learning Platforms and Tools | Pp. 193-202
doi: 10.1007/11736639_29
Reviewing the Potential of Virtual Learning Environments in Schools
Malcolm Padmore; Lynne Hall; Bob Hogg; Gareth Paley
This paper considers the potential of Virtual Learning Environments in schools focusing on 2 distinct user groups. Firstly, the children and teachers engaged in the learning situation, and secondly, the stakeholders, that is the policy makers and educational authorities. Several VLEs are reviewed identifying high user acceptance and interest. The paper then considers educational policy and approaches in both Europe and China highlighting a strong commitment to ICT in schools. It concludes that the current pedagogical climate provides plentiful potential for the integration of VLEs, into the classroom.
- E-Learning System and Graphics Education | Pp. 203-212
doi: 10.1007/11736639_30
Designing a Virtual Learning Environment to Support the Study of Crime and Its Prevention for Teenagers
Lynne Hall; Karen Padmore; Mike Hodge; Giles Oatley
This paper focuses on our approach to developing a Virtual Learning Environment, CrimCity, aimed at learning about crime and its prevention. We describe the approach taken to gaining information relating to interactivity and the learning potential of CrimCity, presenting a user study involving 27 novice learners. A number of interesting results have emerged, including the clear disinclination and negative perspective of virtual learning environments experienced by women in the 14-19 age range along with the positive response from older adults, particularly women. Responding to the results of this study has resulted in greater clarity for learning approaches within CrimCity and the interaction styles required to support them.
- E-Learning System and Graphics Education | Pp. 213-222
doi: 10.1007/11736639_32
3-D Graphical Hypermedia Meets Interactive E-Books: A New Paradigm for Experiential Learning
Joan Mazur; Ruigang Yang; Mingxuan Sun; Rebecca Kayrouz
In this exploratory paper, we propose to develop a new paradigm for teaching virtual dissections–a task prevalent in public schools– 3-D interactive electronic books that blend the state-of-the-art techniques in computer graphics with 3-D hypermedia. Students will learn experientially in this highly innovative environment by employing two powerful modes of interactive inquiry, exploration and guided inquiry. This development effort is designed to greatly improve the quality of the learner’s experience while engaging in the virtual dissection tasks so prevalent in middle school classes in the United States. Our electronic books, enriched with high-fidelity 3-D video, annotations, and illustrations, will allow students to witness and explore a real dissection procedure as if they were there. In this paper, we articulate the technical and pedagogical challenges and present some preliminary results for content creation and visualization.
- E-Learning System and Graphics Education | Pp. 233-242