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.
Accounting for Patterns of Collective Behavior in Crowd Locomotor Dynamics for Realistic Simulations.-Human Behaviour Modelling for Simulating Evacuation of Buildings on Fire.-Application of Simulation and Virtual Reality to Physical Education and Athletic Training.-Depth-Varying Human Video Sprite Synthesis.-Automating Expressive Locomotion Generation.-Recovering Geometric Detail by Octree Normal Maps.-Quad-Tree Atlas Ray Casting: A GPU Based Framework for Terrain Visualization and Its Applications.-Clustering Spatial Data for Aggregate Query Processing in Walkthrough: A Hypergraph Approach.-Skin-Detached Surface for Interactive Large Mesh Editing.-Physically Based Simulation of Solid Objects? Burning.-Tunneling Blasting Simulation for Digital Mine.-Massively Multiplayer Online Games Developed with Agents.-A Novel Skeletonization and Animation Approach for Point Models.-View-Dependent Line Drawings for 3D Scenes.-Propositions for Innovative Forms of Digital Interactive Storytelling Based on Narrative Theories and Practices.-A Virtual Informal Learning System for Cultural Heritage.-Multi-samples Texture Synthesis for Dynamic Terrain Based on Constraint Conditions.-PCA and FLD in DWT Domain.-Area Measurement Method of Paint Bubble Based on Computer VisiolÔ