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 Methods of Solving Sequence and Series Problems by
Cover of the book Discontinuity and Complexity in Nonlinear Physical Systems by
Cover of the book Biotechnology in Space by
Cover of the book Language Attitudes and Identities in Multilingual China by
Cover of the book Process Intensification Technologies for Biodiesel Production by
Cover of the book Border Lampedusa by
Cover of the book The Quantum Gamble by
Cover of the book Labor Markets and Multinational Enterprises in Puerto Rico by
Cover of the book Management of Fractured Endodontic Instruments by
Cover of the book Hospitality, Rape and Consent in Vampire Popular Culture by
Cover of the book Quality in Nuclear Medicine by
Cover of the book Educational Media and Technology Yearbook by
Cover of the book Children’s Contact with Incarcerated Parents by
Cover of the book Advanced Optical and Wireless Communications Systems by
Cover of the book Structural Studies of Liquids and Glasses Using Aerodynamic Levitation 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