Heuristics for designing enjoyable user interfaces: lessons from computer games
Human factors in computer systems
The NURBS book
Business simulation games: current usage levels—an update
Simulation and Gaming - Special issue on a quarter century of Ken Jones
Simulation in medical education: a review
Simulation and Gaming - Symposium: medical and healthcare simulation, part 2
Simulation and Gaming - Symposium: medical and healthcare simulation, part 2
Computer environment for interventional neuroradiology procedures
Simulation and Gaming - Symposium: medical and healthcare simulation, part 2
The Playful World: How Technology Is Transforming Our Imagination
The Playful World: How Technology Is Transforming Our Imagination
Realistic virtual hand modeling with applications for virtual grasping
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Digital Game-Based Learning
Transactions on edutainment I
Research of autonomous active control for virtual human based on emotion-driven model
Transactions on Edutainment III
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Learning through gaming is one of the natural ways for knowledge and skill acquisition. This paper presents our work on bio-edutainment. Playing X games not only allows low age students to learn bio-molecular structure but also enables better understand complicated structure of bio-molecules. Immersive and interactive games may potentially motivate students to develop their interest to explore the wonder of life science. Based on our core Virtual Reality technology, the bio-edutainment system developed consists of mainly three components of visualization, modeling and interaction. Enabling technology includes also GPU technology, Networking, sensor technology and so on. The system was exhibited in Singapore Science Center.