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 audio guides 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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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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Presents innovative ideas, approaches, technologies, systems, findings and outcomes of research and design & development projects in smart, multimedia and computer gaming technology Focus on the rapidly growing merger of the three areas: 1) smart technology, intelligent systems, computer science, computer engineering, 2) engineering of advanced multimedia software and hardware systems, including serious computer games and 3) advanced technology-based gamification, teaching, learning, management, administration, etc. Includes contributions of well-known experts in smart, multimedia and computer gaming technology Includes supplementary material: sn.pub/extras
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GPSR Compliance The European Union's (EU) General Product Safety Regulation (GPSR) is a set of rules that requires consumer products to be safe and our obligations to ensure this. If you have any concerns about our products you can contact us on ProductSafety@springernature.com. In case Publisher is established outside the EU, the EU authorized representative is: Springer Nature Customer Service Center GmbH Europaplatz 3 69115 Heidelberg, Germany ProductSafety@springernature.com
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Product details

ISBN
9783319355894
Published
2016-10-06
Publisher
Springer International Publishing AG; Springer International Publishing AG
Height
235 mm
Width
155 mm
Age
Research, P, 06
Language
Product language
Engelsk
Format
Product format
Heftet