Fusion of smart, multimedia and computer gaming technologies: research, systems and perspectives
Gespeichert in:
Weitere Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Cham
Springer
2015
|
Schriftenreihe: | Intelligent Systems Reference Library
84 |
Schlagworte: | |
Online-Zugang: | Inhaltstext Inhaltsverzeichnis |
Beschreibung: | XI, 205 S. Ill., graph. Darst. |
ISBN: | 9783319146447 3319146440 |
Internformat
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Contents
1 Advances in Smart, Multimedia and Computer Gaming
Technologies. I
Margarita Favorskaya, Dharmendra Sharma, Lakh mi C. Jain
and Robert J. Howlett
LI Introduction. I
L2 Scope of the Book. 2
1.3 Conclusion. 4
References. 5
2 Smart Gamification and Smart Serious Games. 7
Alexander Uskov and Bhuvana Sekar
2.1 Introduction. 7
2.2 State-of-the-Art. 8
2.2.1 Smart Systems' Market. 9
2.2.2 Gamification Market in 2013—2020. 10
2.2.3 Research Goals and Objectives. 11
2.3 Smart Systems* Smart Objects, Smart Technology. 12
2.3.1 Smart Systems, Smart Objects, Smart Activities,
and Smart Technology. 12
2.3.2 “Systems Thinking”-Based Approach
to Classification of Smart Entities. 14
2.3.3 Smart System Characteristics and “Smartness”
Maturity Levels. 14
2.3.4 “Smartness” Maturity Levels of a Smart System. 18
2.3.5 Smart Systems: A Long-Term Perspective. 19
2.4 Serious Games and Gamification in Industry. 19
2.4.1 Serious Games. 19
2.4.2 Gamification. 21
2.5 Smart Serious Games and Smart Gamification. 26
2.5.1 Smart Serious Games. 26
2.5.2 Smart Gamification. 29
vii
viii Contents
2.5.3 The SSG and the SGM Conceptual
Design Model. 30
2.5.4 Skills Required for the SGM and the SSG. 31
2.6 Perspectives of Smart Gamification and Smart
Serious Games. 31
References. 35
3 Fusion of Secure IPsec-Based Virtual Private Network,
Mobile Computing and Rich Multimedia Technology. 37
Alexander Uskov and Hayk Avagyan
3.1 Introduction. 37
3.2 State-of-the-Art. 38
3.2.1 Mobile Devices, BYOD and Rich Multimedia
Data Traffic, 2010-2018 . 39
3.2.2 Modem Web-Based Rich Multimedia Systems. 40
3.2.3 Security Concerns in Web-Based Systems. 41
3.2.4 IPsec-Based Mobile Virtual Private
Networks (MVPNs). 42
3.2.5 Research Project Goal, and Objectives. 44
3.3 MVPN: Conceptual Models and Information
Security Space. 44
3.3.1 Conceptual Model of Mobile Virtual Private
Network (CM-MVPN Model). 45
3.3.2 CM-MVPN: Sets and Elements. 46
3.3.3 CM-MVPN: Legal and Illegal Access Functions. 47
3.3.4 Information Security Space of MVPN
(IS MVPN Model) . . 48
3.3.5 Design Methodology of MVPN
(DM-MVPN Model). 48
3.3.6 DM-MVPN Model: Examples of Legal and Illegal
MVPN Design Solutions. 51
3.3.7 Architectural Model of IPsec MVPN-Based
WBRMM System. 53
3.4 Ciphers and Cipher Modes for MVPN. 54
3.4.1 Prehmmari.es. 55
3.4.2 Encryption Algorithms (Ciphers). 58
3.4.3 Modes of Cipher Operation. 58
3.4.4 Security of Ciphers and Modes. 59
3.5 Research Environment and Research Outcomes. 61
3.5.1 Ciphers, Modes, Test RMM Data Sets
and Technical Platforms Used. 61
3.5.2 Research Project Outcomes. 63
3.6 Conclusions and Recommendations. Next Steps. 68
References. 70
Contents ix
4 Teaching and Promoting Smart Internet of Things Solutions
Using the Serious-Game Approach. 73
Enn Õunapuu
4Л Introduction. 73
4.2 Background. 74
4.2.1 Basic Concepts. 75
4.2.2 Literature Review. 78
4.2.3 Project Goal and Objectives. 80
4.2.4 Innovative Approaches to Be Used. 80
4.3 ModeLDriven Approach. 81
4.3.1 Business Process Modeling. 81
4.3.2 Data and Process Archetypes. 83
4.4 Teaching Smart House Solutions. 85
4.5 Conclusions. 89
References. 89
5 Evaluation of Student Knowledge Using an e-Learning
Framework. 91
Margarita Favorskaya, Yulya Kozlova, Jeffrey W. Tweedale
and Lakhim C. Jain
5.1 Introduction. 92
5.2 Background. 93
5.3 Existing Research. 95
5.4 Knowledge Evaluation Based on Fuzzy Logic. 98
5.4.1 Strategy for Task Selection. 99
5.4.2 Evaluation Strategy. 101
5.4.3 Strategy of Help and Prompts. 102
5.5 Conceptual Model of Course “Theory of Probability”. 103
5.6 Fuzzy Logic Evaluation System-PRobability (FLES-PR). 104
5.6.1 Definition of Linguistic Variables and Fuzzy
Rules in FLES1. 105
5.6.2 Definition of Linguistic Variables and Fuzzy
Rules in FLES2. 106
5.6.3 Definition of Linguistic Variables and Fuzzy
Rules in FLES3. 108
5.6.4 Test Results of “FLES-PR”. 109
5.7 Conclusion. Ill
References. 112
6 The iTEC Eduteka 115
Luis Anido, Frans van Assche, Jean-Noël Colin, Will Ellis,
Dai Griffiths and Bemd Simon
6.1 The iTEC—Designing the Future Classroom. 116
6.2 Eduteka—Teacher as a Connected Learning Designer. 117
Contents
6.3 Composing Learning Activities. 119
6.3.1 Composing Learning Activities
and Learning Stories. 120
6.3.2 Managing Resources. 121
6.3.3 Discovering the Most Suitable Educational
Resources: The SDE. 122
6.4 The Widget Store. 124
6.5 Resources Beyond Content: The P E Directory. 127
6.5 1 Directory. 128
6.5.2 Federated Architecture. 129
6.6 Tying It AH Together: The UMAC. 130
6.6.1 Proposed Solution. 131
6.6.2 The UMAC Server. 131
6.6.3 The UMAC Filter. 132
6.6.4 The UMAC Library. 132
6.7 Conclusions. 133
References. 134
3D Virtual Worlds as a Fusion of Immersing, Visualizing,
Recording, and Replaying Technologies. 137
Mikhail Fomin ykh, Andrey Smorkalov, Mikhail Morozov
and Ekaterina Prasolov a-Borland
7.1 Introduction. 138
7.2 Background. 138
7.2.1 Immersion and Tracking Technologies. 139
7.2.2 Media Content m 3D Virtual Worlds. 140
7.2.3 3D Virtual Recording and Replaying. 142
7.3 Fusion Design of 3D Virtual World . 143
7.3.1 Large Amounts of Graphical Content
m 3D Virtual World . 144
7.3.2 Beyond Desktop—Immersive Technologies. 149
7.3.3 3D Virtual Recording and Replay. . . . *.152
7.4 Results and Discussion. 158
7.4.1 Fusion of Motion Capture, Graphical Content,
and Virtual Recording . 158
7.4.2 Fusion of HMD, Multiple Virtual Screens,
and Virtual Recording.-. 160
7.4.3 Fusion of Large Amount of Graphical Content,
3D Space and Virtual Recording. 162
7.5 Use Case Scenarios. 165
7.5.1 Scenario 1: Annual Shareholder Meeting. 165
7.5.2 Scenario 2: Working with Customers. 166
7.5.3 Scenario 3: Working in Distributed Teams. 166
7.6 Conclusions and Future Work. 167
References. 167
Contents xi
8 Fusion of Multimedia and Mobile Technology
in Audioguides for Museums and Exhibitions. 173
Jean-Pierre Gerval and Yann Le Ru
8.1 Introduction. 173
8.2 Background. 174
8.3 Bluetooth Push. 180
8.3.1 Hardware Requirements. 180
8.3.2 On Server Side. 181
8.3.3 On Client Side. 182
8.3.4 Experimentation. 183
8.4 Authoring Tool and Web Pull. 185
8.4.1 On Server Side. 185
8.4.2 Authoring Tool Functionalities. 187
8.4.3 Data Loader: From OpenOffice to the Database. 193
8.4.4 On Client Side. 197
8.4.5 Experimentation. 198
8.5 Discussion and Prospects. 200
References. 203 |
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title | Fusion of smart, multimedia and computer gaming technologies research, systems and perspectives |
title_auth | Fusion of smart, multimedia and computer gaming technologies research, systems and perspectives |
title_exact_search | Fusion of smart, multimedia and computer gaming technologies research, systems and perspectives |
title_full | Fusion of smart, multimedia and computer gaming technologies research, systems and perspectives |
title_fullStr | Fusion of smart, multimedia and computer gaming technologies research, systems and perspectives |
title_full_unstemmed | Fusion of smart, multimedia and computer gaming technologies research, systems and perspectives |
title_short | Fusion of smart, multimedia and computer gaming technologies |
title_sort | fusion of smart multimedia and computer gaming technologies research systems and perspectives |
title_sub | research, systems and perspectives |
topic | Multimedia (DE-588)4192358-3 gnd Lernspiel (DE-588)4074167-9 gnd Serious game (DE-588)1046414801 gnd |
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