Serious Games and Edutainment Applications Volume II
With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educatio
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Volume II
Serious Games and Edutainment Applications
Serious Games and Edutainment Applications
Minhua Ma • Andreas Oikonomou Editors
Serious Games and Edutainment Applications Volume II
123
Editors Minhua Ma School of Art, Design and Architecture University of Huddersfield Huddersfield, UK
Andreas Oikonomou College of Science and Technology Nottingham Trent University Nottingham, UK
ISBN 978-3-319-51643-1 ISBN 978-3-319-51645-5 (eBook) DOI 10.1007/978-3-319-51645-5 Library of Congress Control Number: 2011939794 © Springer International Publishing AG 2017 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations. Printed on acid-free paper This Springer imprint is published by Springer Nature The registered company is Springer International Publishing AG The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Foreword
When Eunice (the first editor of the book, a.k.a. Minhua Ma), Lakhmi and myself published the first volume of this book back in December 2011, we would not have perhaps predicted the direction of technological progress in the fields of games, serious games and edutainment applications, both in terms of hardware and software. Researchers, designers and even students now have wide access to effective virtual reality (VR) headsets; accurate, responsive, VR interaction control systems; portable augmented reality solutions like the Microsoft HoloLens; and the development software to support them. This comes on top of what would be considered expected progress in areas such as graphics and general processing performance; faster, larger and cheaper memory; wider, brighter, higher-definition and even “bendable” displays; and so on. In 2011, I remember questioning the title of the first volume and the word “edutainment” in particular. It was a term not widely used at the time, and I wondered whether new terminology was even necessa
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