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
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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.

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