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 Geoenergy Modeling III by
Cover of the book Islamic Banking by
Cover of the book New Approaches in Intelligent Image Analysis by
Cover of the book Business Process Management Forum by
Cover of the book Mobile Cloud Visual Media Computing by
Cover of the book The Structure and Stability of Persistence Modules by
Cover of the book Humanism and the Challenge of Difference by
Cover of the book Characteristics and Control of Low Temperature Combustion Engines by
Cover of the book Computer Algebra in Scientific Computing by
Cover of the book Teaching Reflective Learning in Higher Education by
Cover of the book Hemo-Dynamics by
Cover of the book Principles of Applied Remote Sensing by
Cover of the book Big Data – BigData 2018 by
Cover of the book Applied Decision-Making by
Cover of the book Context-Aware Systems and Applications, and Nature of Computation and Communication 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