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Smart Ambience Games for Children with Learning Difficulties

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Technologies for E-Learning and Digital Entertainment (Edutainment 2006)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 3942))

Abstract

Smart Ambience Games (or SAG) combines interactive media with smart ambience technologies to create a motivating environment for children with learning difficulties to overcome barriers in art education. Through a development of innovative motion and gesture capture and detection techniques, we create a smart ambience that enables students to interact intuitively with a virtual environment to create a rich variety of multimedia forms and space without the use of specific physical tools. Through various interactive activities and game scenarios, particular subjects such as history and mathematics can be taught through developed VR games that can help students to overcome inhibitions related to learning, become more active learners and stimulate creativity in art education.

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© 2006 Springer-Verlag Berlin Heidelberg

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Ip, H.H.S., Kwong, B. (2006). Smart Ambience Games for Children with Learning Difficulties. In: Pan, Z., Aylett, R., Diener, H., Jin, X., Göbel, S., Li, L. (eds) Technologies for E-Learning and Digital Entertainment. Edutainment 2006. Lecture Notes in Computer Science, vol 3942. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11736639_60

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  • DOI: https://doi.org/10.1007/11736639_60

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-33423-1

  • Online ISBN: 978-3-540-33424-8

  • eBook Packages: Computer ScienceComputer Science (R0)

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