Fusion of Smart, Multimedia and Computer Gaming Technologies

Research, Systems and Perspectives

Nonfiction, Computers, Application Software, Multimedia, Advanced Computing, Artificial Intelligence, General Computing
Cover of the book Fusion of Smart, Multimedia and Computer Gaming Technologies by , Springer International Publishing
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: ISBN: 9783319146454
Publisher: Springer International Publishing Publication: February 11, 2015
Imprint: Springer Language: English
Author:
ISBN: 9783319146454
Publisher: Springer International Publishing
Publication: February 11, 2015
Imprint: Springer
Language: English

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.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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.

More books from Springer International Publishing

Cover of the book Implementing Sustainability Strategies in Networks and Clusters by
Cover of the book Applied Computer Sciences in Engineering by
Cover of the book Discrete Calculus by
Cover of the book Colonial Justice and Decolonization in the High Court of Tanzania, 1920-1971 by
Cover of the book The Theory of International Business by
Cover of the book Hard Power in Hard Times by
Cover of the book Petroleum Geosciences: Indian Contexts by
Cover of the book Electronic Structure of Metal Phthalocyanines on Ag(100) by
Cover of the book High Tech Concrete: Where Technology and Engineering Meet by
Cover of the book Fundamentals of Discrete Math for Computer Science by
Cover of the book Artificial Intelligence by
Cover of the book Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing by
Cover of the book Early British Animation by
Cover of the book Media and the Portuguese Empire by
Cover of the book Stereoselective Heterocycle Synthesis via Alkene Difunctionalization by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy