Search results for "Edutainment LLC"
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R 275.00


R 305.00

Edutainer
The teacher's role must be redefined to meet the needs and demands of today's culture and the edutainer is the paradigm shift needed for education to be relevant, applicable, and effective in the 21st Century. The Edutainer describes an educational approach that provides teachers with core operational and interpersonal skills to be an effective educator in the twenty-first century. These skills include communication, organization, management, planning, and building authentic relationships based upon respect and personal responsibility. The Edutainer is unique in its perspective that the educator should be fluid and adapting to our current culture, while employing sound academic principles. The edutainer concept is derived from the principles that we believe make for an effective educator and entertainer. First edutainers are visionaries, who understand that a change in culture requires a change in methods and presentation. These edutainers make their material relevant to present culture. Preparation is also vital to these performers. They organize and plan their material long before they get on stage or their performance would fail. Finally, the effective educator and entertainer have to deliver a stellar performance that is relatable to the audience. The Edutainer offers strategies and ideas to build and nurture authentic relationships with students, parents, and colleagues to build a dynamic educational community. Suggestions for developing the 3R's of education, which include respect, responsibility, and authentic relationships. * Explanations of present day cultural influences upon formal education and learning. * Strategies for teacher empowerment and leadership abilities.* Methodologies for classroom management and organization.* Ideas for connecting education to the real world with relevant and engaging lessons.
R 4,763.00

Edutainer
The teacher's role must be redefined to meet the needs and demands of today's culture and the edutainer is the paradigm shift needed for education to be relevant, applicable, and effective in the 21st Century.The Edutainer describes an educational approach that provides teachers with core operational and interpersonal skills to be an effective educator in the twenty-first century. These skills include communication, organization, management, planning, and building authentic relationships based upon respect and personal responsibility. The Edutainer is unique in its perspective that the educator should be fluid and adapting to our current culture, while employing sound academic principles. The edutainer concept is derived from the principles that we believe make for an effective educator and entertainer. First edutainers are visionaries, who understand that a change in culture requires a change in methods and presentation. These edutainers make their material relevant to present culture. Preparation is also vital to these performers. They organize and plan their material long before they get on stage or their performance would fail. Finally, the effective educator and entertainer have to deliver a stellar performance that is relatable to the audience. The Edutainer offers strategies and ideas to build and nurture authentic relationships with students, parents, and colleagues to build a dynamic educational community. Suggestions for developing the 3R's of education, which include respect, responsibility, and authentic relationships. * Explanations of present day cultural influences upon formal education and learning. * Strategies for teacher empowerment and leadership abilities.* Methodologies for classroom management and organization.* Ideas for connecting education to the real world with relevant and engaging lessons.
R 1,940.00

R 610.00

R 1,176.00

Transactions on Edutainment X
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This special issue consists of two parts: the first one features original research papers on interactive digital storytelling in the applied context of edutainment; the second part contains a selection of revised and expanded best papers from the 4th eLearning Baltics (eLBa 2011) conference. The papers on digital storytelling have been split into sections on theory, technology, and case studies; the eLBA 2011 conference papers deal with technology and applications, case studies and mobile applications, and game-based learning and social media.
R 2,171.09


Transactions on Edutainment V
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 5th volume in this series represents a selection of 12 contributions from DMDCM 2010, the 5th International Conference on Digital Media and Digital Content Management, held in Chongqing, China, in December 2010, as well as 9 regular papers. The papers cover topics such as human-computer interaction, virtual exhibit, face recognition, character animation etc.; they moreover present a large number of applicationexamples in the area of e-learning, game, animation, multimedia, and virtual reality which gives more broad view on the application of edutainment-related techniques.
R 2,171.09

EMS Edutainment Wordfinds
This is a collection of EMS related wordfinds. While it is intended for EMS providers that enjoy word puzzles, it's also useful to EMT students that would like a more enjoyable way to review course material. It includes a glossary of terms for easy reference.
R 577.74

Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications
This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.
R 2,015.00

Transactions on Edutainment IV
E-learning and digital entertainment techniques, tools and systems are becoming popular and can be found in many real-world educational applications in many co- tries. The driving force behind these technologies is the rapidly growing requirements of edutainment, especially from the perspective of the users. This has led to the increasing interest of researchers in this area. The articles in this issue give a rich overview of how edutainment technologies can be creatively used for training and education purposes. The first 12 articles of this issue represent a selection of outstanding contributions from Edutainment 2010, the 5th International Conference on E-learning and Games, held in Changchun, China, in August 2010. The main purpose of this event is to faci- tate the discussion, presentation, and information exchange on the scientific and te- nological developments in the emerging field of digital entertainment techniques and systems for education. These 12 papers concentrated on three aspects: e-learning s- tem and applications, game techniques for learning, and virtual reality techniques for entertainment. They are closely related to the topics of this journal.
R 2,015.00


Transactions on Edutainment XV
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 19 papers presented in the 15th issue were organized in the following topical sections: multimedia; simulation; cybersecurity; and e-learning.
R 2,171.83

Festivals and Edutainment
As the first collection of studies to explore the use of edutainment within festival experiences, this book extends current knowledge and understanding of festival experiences. Relying on a series of international case studies, this book offers readers unique and important insights that emphasise the benefit of edutainment activities for enhanced audience learning, engagement, and festival satisfaction. Although there is an ample amount of studies concerning festival experiences, as well as the use of edutainment within tourism, few have explored the use of edutainment within festival experiences. This oversight has created a lack in knowledge and understanding, despite the clear benefits of enjoyable learning experiences - edutainment. Moreover, it has created a gap between academia and practice, as the contributing authors have demonstrated, festivals are utilising edutainment to enhance their audience experience, yet scholars have failed to acknowledge this. In response to this oversight, the editors have assembled a carefully curated collection of chapters that include a wide range of international case studies, from science and food festivals to heritage and dark festivals. Through a variety of methodologies and methods, including interviews, observations, databases, netnography, and social media analysis in both face-to-face and digital interactions involving the festival participants, organisers, and other relevant stakeholders, the contributing authors have provided a well-rounded global perspective on how edutainment is applied within festival experiences.This book is valuable for scholars, festival organisers, policy makers and students interested in or studying festivals, events, edutainment and/or experience design. Other tourism industry scholars, professionals and students of, for example, visitor attractions, museums, theatre and hospitality services, may also find this book of value considering their established use of edutainment within their sectors.
R 9,308.21

Transactions on Edutainment XIV
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 19 papers presented in the 14th issue were organized in topical sections named: 3D modeling and visualization; image; e-learning and games; and miscellaneous.
R 2,166.39

Transactions on Edutainment I
With great pleasure we would like to present the ?rst volume of a new journal, Transactions on Edutainment. This journal, part of the Springer series L- tureNotesinComputerScience, is devoted to research and development in the ?eld of edutainment. Edutainment, also known as educational entertainment or entertainment-education,denotes allforms ofentertainmentdesignedto educate as well as to provide fun. This approachis motivated by the increasing demands on individuals for life-long learning and the need to integrate e?ective learning opportunities throughout life. As such, edutainment has attracted increasing interest in the last few years. The ?rst 12 articles of this ?rst issue represent a selection of outstanding contributions from Edutainment 2008, the Third International Conference on E-Learning and Games held in Nanjing, China, in June 2008. These papers are complemented by individual contributions from international experts in this ?eld. The ?rst six articles provide an introduction into the ?eld of edutainment by presenting di?erent application examples. In their article "Designing an Ed- ? ucational Game: Case Study of Euope 2045," Sisler and Brom discuss their experiences in the design of an on-line multi-player strategy game on political, economic, and social issues in contemporary Europe.The following examples point out the crucial role of interaction design and technolgies in the devel- ment of a successful edutainment application.
R 1,560.21

Transactions on Edutainment II
With great pleasure we present the second volume of the new journal Trans- tions on Edutainment. This journal, part of the Springer series Lecture Notes in ComputerScience,isdevotedtoresearchanddevelopmentinthe?eldofeduta- ment. Edutainment, also known as educational entertainment or entertainme- education, denotes all forms of entertainment designed to educate as well as to provide fun. This approach is motivated by the increasing demands on indivi- alsforlife-longlearningandtheneedtointegratee?ectivelearningopportunities throughout life. As such, edutainment has attracted increasing interest in the last few years. The ?rst ?ve articles of this issue represent a selection of outstanding cont- butionsfromGDTW2008,the6thInternationalConferenceinGameDesignand Technology held in the UK, in November 2008. The main aims of the workshop are: (1) To provide a forum to discuss state-of-the-art games design and current and future games technology with the specialists.(2) To enable academics and researchersincomputergametechnologyandcomputerentertainmenttopresent their work during the research sessions, and to seek opportunities for collabo- tion with industry and for academic researchpartners. (3) To facilitate relati- ships and collaboration between academics promoting computer games techn- ogy courses, the UK games industry and supporting organizations. These ?ve papers cover mainly the topic of edutainment platforms or methodology: "Co- dinating Heterogeneous Game-Based Learning Approaches in Online Learning Environments," "Networking Middleware and Online-Deployment Mechanisms for Java-Based Games," "A Testbed for P2P Gaming Using Time Warp, How to Steer Characters in Group Games," and "Time-Based Personalized Mobile Game Downloading. " The next six articles represent a selection of outstanding contributions from Cyberworlds 2008 held in Hangzhou, China, in September 2008.
R 1,560.93

Transactions on Edutainment XI
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 24 papers presented in this 11th issue were organized in four parts dealing with: object reconstruction and management; graphics; VR/AR; and applications.
R 2,170.51

Transactions on Edutainment VI
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 6th volume in this series represents a selection of 7 contributions from DMDCM 2011, the 5th International Conference on Digital Media and Digital Content Management, held in Chongqing, China, in December 2011, as well as 18 contributions from CASA 2011, the 24th International Conference on Computer Animation and Social Agents, held in Chengdu, China, in May 2011.The topics covered are: pen-based interface, urban heat island simulation, BR-based on-line expo, physically-based tree animation, 3D face texture stitching, chessboard corner extraction, textured-based tracking, motion control, motion capture and retargeting, path planning, physics based animation, image based animation, behavioral animation, artificial life, deformation, facial animation, multi-resolution and multi-scale models, knowledge-based animation, motion synthesis; social agents and avatars, emotion and personality, virtual humans, autonomous actors, AI based animation, social and conversational agents, inter-agent communication, social behavior, gesture generation, crowd simulation; animation compression and transmission, semantics and ontologies for virtual humans and virtual environments, animation analysis and structuring, anthropometric virtual human models, acquisition and reconstruction of animation data, level of details, semantic representation of motion and animation, medical simulation, cultural heritage, interaction for virtual humans, augmented reality and virtual reality, computer games and online virtual worlds.
R 1,552.99

Animal Edutainment in a Neoliberal Era
Animal Edutainment in a Neoliberal Era is a rich and beautifully written multispecies ethnographic monograph that explores pedagogy and practice at a Southern California aquarium housing and displaying over 10,000 animals. Drawing on extensive interviews with aquarium staff and visitors, as well as fieldwork interacting with and observing human-animal interactions, the book demonstrates the complex ways in which aquarium animals are politically deployed in teaching and learning processes. Weaving together insights from anthropology, critical geography, environmental education, and political ecology, Teresa Lloro crafts a three-pronged "political ecology of education lens," illuminating how neoliberal ideologies interact at various scales (local, regional, national, and global) to deeply shape aquarium decision-making and practice. Acknowledging that neoliberalism enrolls humans and other animals in teaching and learning in new and often poorly understood ways, this study challenges the anthropocentrism of contemporary informal educational approaches, suggesting that imaginative ways forward will require a paradigm shift in regarding the role of animals in education.
R 2,727.00

Beyond Edutainment: Exploring the Educational Potential of Computer Games
Computer games have attracted much attention over the years, mostly attention of the less flattering kind. This has been true for computer games focused on entertainment, but also for what for years seemed a sure winner, edutainment. These years the area has gained new momentum and labels - game-based learning, serious games and educational games are just some of them. This dissertation aims to be a contribution to understanding educational use of computer games by building a framework that goes beyond edutainment. The framework laid out extends from an experiential learning approach, where concrete experiences are the starting point that can be transformed through reflection, instruction and active experimentation. It is concluded that computer games provide rich concrete experience that can be manipulated in the game universe providing more handles for the student compared to other media formats.
R 1,291.44

Transactions on Edutainment VII
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 27 papers of this volume deal with virtual humans; graphics rendering and 3D animation; games and 2D animation; and digital media and its applications.
R 1,606.46

Transactions on Edutainment XII
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 17 papers presented in the 12th issue were organized in four parts dealing with: games; human-computer interaction; image and graphics; and applications.
R 2,160.66


Transactions on Edutainment VIII
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design.This issue contains 10 outstanding contributions from the International Conference on E-Learning and Games, Edutainment 2011, as well as 14 regular papers which were partly selected from national conferences. The topics covered are game engine, using games to teach, identifying player emotion states, assessing the effects of educational games to multi-touch interaction, natural user interface, and virtual reality. Generally, the papers present a large number of examples of edutainment applications, giving more evidence on the high potential and impact of edutainment approaches.
R 1,554.75

Serious Games and Edutainment Applications
The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.
R 6,177.98

Festivals and Edutainment
As the first collection of studies to explore the use of edutainment within festival experiences, this book extends current knowledge and understanding of festival experiences. Relying on a series of international case studies, this book offers readers unique and important insights that emphasise the benefit of edutainment activities for enhanced audience learning, engagement, and festival satisfaction. Although there is an ample amount of studies concerning festival experiences, as well as the use of edutainment within tourism, few have explored the use of edutainment within festival experiences. This oversight has created a lack in knowledge and understanding, despite the clear benefits of enjoyable learning experiences - edutainment. Moreover, it has created a gap between academia and practice, as the contributing authors have demonstrated, festivals are utilising edutainment to enhance their audience experience, yet scholars have failed to acknowledge this. In response to this oversight, the editors have assembled a carefully curated collection of chapters that include a wide range of international case studies, from science and food festivals to heritage and dark festivals. Through a variety of methodologies and methods, including interviews, observations, databases, netnography, and social media analysis in both face-to-face and digital interactions involving the festival participants, organisers, and other relevant stakeholders, the contributing authors have provided a well-rounded global perspective on how edutainment is applied within festival experiences.This book is valuable for scholars, festival organisers, policy makers and students interested in or studying festivals, events, edutainment and/or experience design. Other tourism industry scholars, professionals and students of, for example, visitor attractions, museums, theatre and hospitality services, may also find this book of value considering their established use of edutainment within their sectors.
R 2,473.59

Transactions on Edutainment III
With great pleasure we would like to present the third volume of the journal Trans- tions on Edutainment. This journal, part of the Springer series Lecture Notes in C- puter Science, is devoted to research and development in the field of edutainment. Edutainment, also known as educational entertainment or entertainment-education, denotes all forms of entertainment designed to educate as well as to provide fun. This approach is motivated by the growing demands on individuals for life-long learning and the need to integrate effective learning opportunities throughout life. As such, edutainment has attracted increasing interest in the last few years. The first 12 articles of this issue represent a selection of outstanding contributions from Edutainment 2009, the 4th International Conference on E-Learning and Games held in Canada, in August 2009. The main purpose of the Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. These 12 papers cover mainly the topic of using games to stimulate learners’ learning motivation, i. e.
R 1,554.46

Transactions on Edutainment IX
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This issue contains a special section on serious games with 8 outstanding contributions from the VS-Games 2011 conference; furthermore, there are 13 regular papers. These contributions clearly demonstrate the use of serious games and virtual worlds for edutainment applications and form a basis for further exploration and new ideas.
R 1,557.97

R 306.00

R 342.00


Technologies for E-Learning and Digital Entertainment
With the widespread interest in digital entertainment and the advances in the tech- logies of computer graphics, multimedia and virtual reality technologies, a new area–– “Edutainment”––has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first event (Edutainment 2006 in Hangzhou, China) and the second one (Edutainment 2007 in Hong Kong, China), Edutainment 2008 was held June 25–27, 2007 in Nanjing, China. This year, we received 219 submissions from 26 different countries and regions, including United Arab Emirates, Canada, Thailand, New Zealand, Austria, Turkey, Germany, Switzerland, Brazil, Cuba, Australia, Hong Kong (China), Pakistan, M- ico, Czech Republic, USA, Malaysia, Italy, Spain, France, UK, The Netherlands, Taiwan (China), Japan, South Korea, and China.
R 3,121.23

R 433.00

R 459.10

Proceedings of the 3rd International Symposium on Autonomous Minirobots for Research and Edutainment (AMiRE 2005)
This volume contains a collection of papers presented at the 3rd Interna tional Symposium on Autonomous Minirobots for Research and Edutainment (AMiRE 2005) that is held at Awara-Spa, Fukui, Japan, September 20-22, 2005. This is a biennial symposium, which started as AMiRE 2001 at the Heinz Nixdorf Institute of the University of Paderborn, Germany, in 2001, and was followed by AMiRE 2003 at Queensland University of Technology, Brisbane, Australia, in 2003. After these successful symposia, AMiRE 2005 is held under the sponsorship of the Faculty of Engineering, University of Fukui and under the co-sponsorship of the IEEE Robotics and Automation Society. It is funded by the Fukui Convention Bureau and the University of Fukui. Each full-length paper submitted to the symposium was independently reviewed by 3 referees from the world's front-line researchers, and 55 papers were accepted for oral presentation. We acknowledge generous support for those who gave excellent reviews in order to maintain the high standards of the symposium despite a very tight schedule.
R 8,983.75

R 570.00


Proceedings of the 3rd International Symposium on Autonomous Minirobots for Research and Edutainment (AMiRE 2005)
This volume contains a collection of papers presented at the 3rd Interna tional Symposium on Autonomous Minirobots for Research and Edutainment (AMiRE 2005) that is held at Awara-Spa, Fukui, Japan, September 20-22, 2005. This is a biennial symposium, which started as AMiRE 2001 at the Heinz Nixdorf Institute of the University of Paderborn, Germany, in 2001, and was followed by AMiRE 2003 at Queensland University of Technology, Brisbane, Australia, in 2003. After these successful symposia, AMiRE 2005 is held under the sponsorship of the Faculty of Engineering, University of Fukui and under the co-sponsorship of the IEEE Robotics and Automation Society. It is funded by the Fukui Convention Bureau and the University of Fukui. Each full-length paper submitted to the symposium was independently reviewed by 3 referees from the world's front-line researchers, and 55 papers were accepted for oral presentation. We acknowledge generous support for those who gave excellent reviews in order to maintain the high standards of the symposium despite a very tight schedule.
R 6,019.06

R 638.00

R 388.00

R 724.87

R 1,140.00

R 342.00

Technologies for E-Learning and Digital Entertainment
This book constitutes the refereed proceedings of the Second International Conference on E-learning and Games, Edutainment 2007, held in Hong Kong, China, in June 2007. It covers virtual and augmented reality in game and education, virtual characters in games and education, e-learning platforms and tools, geometry in games and virtual reality, vision, imaging and video technology, as well as collaborative and distributed environments.
R 3,150.92

R 866.00
















































