Lecture Notes in Computer Science 6250 CommencedPublicationin1973 FoundingandFormerSeriesEditors: GerhardGoos,JurisHartmanis,andJanvanLeeuwen EditorialBoard DavidHutchison LancasterUniversity,UK TakeoKanade CarnegieMellonUniversity,Pittsburgh,PA,USA JosefKittler UniversityofSurrey,Guildford,UK JonM.Kleinberg CornellUniversity,Ithaca,NY,USA FriedemannMattern ETHZurich,Switzerland JohnC.Mitchell StanfordUniversity,CA,USA MoniNaor WeizmannInstituteofScience,Rehovot,Israel OscarNierstrasz UniversityofBern,Switzerland C.PanduRangan IndianInstituteofTechnology,Madras,India BernhardSteffen TUDortmundUniversity,Germany MadhuSudan MicrosoftResearch,Cambridge,MA,USA DemetriTerzopoulos UniversityofCalifornia,LosAngeles,CA,USA DougTygar UniversityofCalifornia,Berkeley,CA,USA MosheY.Vardi RiceUniversity,Houston,TX,USA GerhardWeikum Max-PlanckInstituteofComputerScience,Saarbruecken,Germany Zhigeng Pan Adrian David Cheok Wolfgang Müller Xiaopeng Zhang Kevin Wong (Eds.) Transactions on Edutainment IV 1 3 Editors-in-Chief ZhigengPan ZhejiangUniversity,Hangzhou,China E-mail:[email protected] AdrianDavidCheok NationalUniversityofSingapore,Singapore E-mail:[email protected] WolfgangMüller UniversityofEducation,Weingarten,Germany E-mail:[email protected] GuestEditors XiaopengZhang ChineseAcademyofSciences,IACAS,Beijing,China E-mail:[email protected] KevinWong MurdochUniversity,Perth,WA,Australia E-mail:[email protected] LibraryofCongressControlNumber:2010930658 CRSubjectClassification(1998):I.2.6,I.3,H.5.2,K.4,H.5.1,H.4 ISSN 0302-9743(LectureNotesinComputerScience) ISSN 1867-7207(TransactionsonEdutainment) ISBN-10 3-642-14483-7SpringerBerlinHeidelbergNewYork ISBN-13 978-3-642-14483-7SpringerBerlinHeidelbergNewYork Thisworkissubjecttocopyright.Allrightsarereserved,whetherthewholeorpartofthematerialis concerned,specificallytherightsoftranslation,reprinting,re-useofillustrations,recitation,broadcasting, reproductiononmicrofilmsorinanyotherway,andstorageindatabanks.Duplicationofthispublication orpartsthereofispermittedonlyundertheprovisionsoftheGermanCopyrightLawofSeptember9,1965, initscurrentversion,andpermissionforusemustalwaysbeobtainedfromSpringer.Violationsareliable toprosecutionundertheGermanCopyrightLaw. springer.com ©Springer-VerlagBerlinHeidelberg2010 PrintedinGermany Typesetting:Camera-readybyauthor,dataconversionbyScientificPublishingServices,Chennai,India Printedonacid-freepaper 06/3180 Preface E-learning and digital entertainment techniques, tools and systems are becoming popular and can be found in many real-world educational applications in many coun- 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 facili- tate the discussion, presentation, and information exchange on the scientific and tech- nological developments in the emerging field of digital entertainment techniques and systems for education. These 12 papers concentrated on three aspects: e-learning sys- tem and applications, game techniques for learning, and virtual reality techniques for entertainment. They are closely related to the topics of this journal. The first four papers cover e-learning systems and applications: “The Study and Design of Adaptive Learning System Based on Fuzzy Set Theory,” “Modeling Per- sonalized Learning Styles in a Web-Based Learning System,” “An Emotional Agent in Virtual Learning Environment,” and “Lunar Surface Collaborative Browsing System for Science Museum Exhibitions.” The next four papers are on game techniques for learning: “Towards a Structural Model for Intention to Play a Digital Educational Game,” “Case Study of FISS: Digital Game-Based Learning for a Broad Range of Ages,” “Woodment: Web-Based Collaborative Multiplayer Serious Game,” and “Learning with Virtual Reality: Its Effects on Students with Different Learning Styles.” The subsequent four papers are about virtual reality techniques for entertain- ment: “Automatic Motion Generation Based on Path Editing from Motion Capture Data,” “Exploration of Metaphorical and Contextual Affect Sensing in an Intelligent Agent,” “Synchronizable Objects in Distributed Multimedia Applications”, “Anisot- ropic Cloth Modeling for Material Fabric.” The last ten papers in this issue are regular papers, focusing on two main topics: virtual reality and game systems for learning, and animation and interaction for enter- tainment. In “A Virtual Reality Simulator Prototype for Learning and Assessing Phaco-sculpting Skills,” Kup-Sze Choi presents a virtual reality-based simulator pro- totype for learning phacoemulsification in cataract surgery. In “An Augmented Reality Nanomanipulator for Learning Nanophysics: The ‘NanoLearner’ Platform,” Florence Marchi et al. focus on the development and evaluation of an augmented reality nano- manipulator, called the “NanoLearner” platform, to be used as an educational tool in practical work for nanophysics. In “Fast Prototyping of Virtual Reality-Based Surgical Simulators with PhysX-Enabled GPU,” Wai-Man Pang et al. present their efficient approach in prototyping of a series of important but computation-intensive VI Preface functionalities in surgical simulators based on newly released PhysX-enabled GPU. In “Dance-Based ExerGaming User Experience Design Implications for Maximizing Health Benefits Based on Exercise Intensity and Perceived Enjoyment,” Alasdair Thin et. al. indicate that the game play mechanics and skill demands of the dance-based ExerGames limited the subjects’ level of physical exertion over the period of study. In “Learning Ultrasound-Guided Needle Insertion Skills Through an Edutainment Game,” Wing-Yin Chan et el. present a novel training system with the integration of game elements in order to retain the trainees’ enthusiasm. In “Sketch-Based 3D Face Modeling for Virtual Characters,” Wei Jiang et al. pro- pose a mapping mechanism on the basis of contour lines for the use of sketch-based interface in 3D face modeling and focus on how to map 2D sketchy features onto a 3D model. In “A Framework for Virtual Hand Haptic Interaction,” Xiaoxia Han et al. propose a framework for virtual hand haptic interaction, in which a virtual hand model simulates natural anatomy in its appearance, motion and deformation, and the feature of force feedback data gloves is reflected. In “Phone, Email and Video Interactions with Characters in an Epidemiology Game: Towards Authenticity,” Muriel Ney et al. show how four challenges faced by the designer of authentic games have been ad- dressed in a game for an undergraduate course used in a medical school. In “A Real- Time Interactive System for Facial Make-up of Peking Opera,” Feilong Cai et al. offer a vector-based free form deformation (FFD) tool to edit patterns for facial make-up and, based on editing, the system creates automatically texture maps for a template head model. In “Design of Educational Games: A Literature Review,” Ting Wei et al. point out the balance and integration between educational characters and playfulness in educational games, and suggest limited research areas in the existing literature and possible further research in educational game design. The papers in this issue represent a large number of techniques and application ex- amples of edutainment. These verify the potential and impact of digital entertainment technologies on the education and training domain. We would like to express our appreciation to all who contributed to this issue. They are the authors of the papers, the reviewers, and the International Program Committee members of Edutainment 2010 for recommending high-quality articles for this issue. Special thanks to Yi Li, Ruwei Yun and Qiaoyun Chen from the Editorial Office in Nanjing Normal University, and to Wei Wang in Northeast Normal University. They put a lot of effort into con- tacting authors, managing the reviewing process, checking the format of all papers, and co-collecting all material. May 2010 Xiaopeng Zhang Kevin Wong Zhigeng Pan Adrian David Cheok Wolfgang Müller LNCS Transactions on Edutainment 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. Editorial Board Editors-in-Chief: Adrian David Cheok NUS, Singapore Wolfgang Müller University of Education Weingarten, Germany Zhigeng Pan Zhejiang University, China Managing Editor: Yi Li Nanjing Normal University, China Editorial Board: Ruth Aylett Heriot-Watt University, UK Judith Brown Brown Cunningham Associates, USA Yiyu Cai NTU, Singapore Holger Diener Fhg-IGD Rostock, Germany Jayfus Tucker Doswell Juxtopia Group, USA Sara de Freitas The Serious Games Institute, UK Lynne Hall University of Sunderland, UK Masa Inakage Keio University, Japan Ido A Iurgel Universidade do Minho, Portual Kárpáti Andrea Eötvös Loránd University, Hungary Lars Kjelldahl KTH, Sweden James Lester North Carolina State University, USA Nicolas Mollet IIT, Italy Ryohei Nakatsu NUS, Singapore Ana Paiva INESC-ID, Portugal Abdennour El Rhalibi JMU, UK VIII Organization Daniel Thalmann EPFL, Switzerland Kok-Wai Wong Murdoch University, Australia Gangshan Wu Nanjing University, China Xiaopeng Zhang IA-CAS, China Stefan Goebel ZGDV, Germany Michitaka Hirose University of Tokyo, Japan Hyun Seung Yang KAIST, Korea Editorial Assistants: Ru-wei Yun Nanjing Normal University, China Qiao-yun Chen Nanjing Normal University, China Editorial Office: Address: Ninghai Road 122, Edu-Game Research Center, School of Education Science, Nanjing Normal University, Nanjing, 210097, China E-mail: [email protected]; [email protected] Tel/Fax: 86-25-83598921 Table of Contents The Study and Design of Adaptive Learning System Based on Fuzzy Set Theory...................................................... 1 Bing Jia, Shaochun Zhong, Tianyang Zheng, and Zhiyong Liu Modeling Personalized Learning Styles in a Web-Based Learning System ......................................................... 12 Chia-Cheng Hsu, Kun-Te Wang, and Yueh-Min Huang An Emotional Agent in Virtual Learning Environment................ 22 Ailiya, Zhiqi Shen, and Chunyan Miao Lunar Surface Collaborative Browsing System for Science Museum Exhibitions...................................................... 34 Kikuo Asai, Tomotsugu Kondo, Akira Mizuki, and Mark Billinghurst Towardsa StructuralModel for Intention to Play a Digital Educational Game .......................................................... 44 Xu Sun and Effie Lai-Chong Law Case Study of FISS: Digital Game Based Learning for a Broad Range of Ages ......................................................... 56 Johannes Bufe and Detlef Kro¨mker Woodment: Web-Based Collaborative Multiplayer Serious Game ....... 68 Viktor Wendel, Maxim Babarinow, Tobias Ho¨rl, Sergej Kolmogorov, Stefan Go¨bel, and Ralf Steinmetz Learning with Virtual Reality: Its Effects on Students with Different Learning Styles .................................................. 79 Elinda Ai-Lim Lee, Kok Wai Wong, and Chun Che Fung Automatic Motion Generation Based on Path Editing from Motion Capture Data ................................................... 91 Xiaoyue Guo, Shibiao Xu, Wujun Che, and Xiaopeng Zhang ExplorationofMetaphoricalandContextualAffect SensinginaVirtual ImprovisationalDrama ........................................... 105 Li Zhang Synchronizable Objects in Distributed Multimedia Applications........ 117 Jun Hu and Loe Feijs Anisotropic Cloth Modeling for Material Fabric...................... 130 Mingmin Zhang, Zhigeng Pan, and Qingfeng Mi X Table of Contents A Virtual Reality Simulator Prototype for Learning and Assessing Phaco-sculpting Skills ............................................ 145 Kup-Sze Choi An Augmented Reality Nanomanipulator for Learning Nanophysics: The “NanoLearner”Platform...................................... 157 Florence Marchi, Sylvain Marliere, Jean Loup Florens, Annie Luciani, and Joel Chevrier Fast Prototyping of Virtual Reality Based Surgical Simulators with PhysX-enabled GPU ............................................. 176 Wai-Man Pang, Jing Qin, Yim-Pan Chui, and Pheng-Ann Heng Dance-Based ExerGaming: User Experience Design Implications for Maximizing Health Benefits Based on Exercise Intensity and Perceived Enjoyment ...................................................... 189 Alasdair G. Thin and Nicola Poole Learning Ultrasound-Guided Needle Insertion Skills through an Edutainment Game .............................................. 200 Wing-Yin Chan, Dong Ni, Wai-Man Pang, Jing Qin, Yim-Pan Chui, Simon Chun-Ho Yu, and Pheng-Ann Heng Sketch-Based 3D Face Modeling for Virtual Character ................ 215 Wei Jiang and Zhengxing Sun A Framework for Virtual Hand Haptic Interaction ................... 229 Xiaoxia Han and Huagen Wan Phone, Email and Video Interactions with Characters in an Epidemiology Game: Towards Authenticity.......................... 241 Muriel Ney, Celso Gonc¸alves, Nicolas Blacheff, Claudine Schwartz, and Jean-Luc Bosson A Real-Time Interactive System for Facial Makeup of Peking Opera.... 256 FeiLong Cai and JinHui Yu Design of Educational Game: A Literature Review ................... 266 Ting Wei and Yi Li Author Index.................................................. 277 The Study and Design of Adaptive Learning System Based on Fuzzy Set Theory Bing Jia1, Shaochun Zhong1,2,3,4, Tianyang Zheng1, and Zhiyong Liu1,4 1 Ideal Institute of Information and Technology in NENU, JiLin ChangChun, 130024 2 Engineering & Research Center of E-learning, JiLin ChangChun, 130024 3 E-learning laboratory of Jilin Province, JiLin ChangChun, 130024 4 School of Software in NorthEast Normal University (NENU), JiLin ChangChun, 130024 {Bing_jia,356981}@qq.com, [email protected], [email protected] Abstract. Adaptive learning is an effective way to improve the learning out- comes, that is, the selection of learning content and presentation should be adapted to each learner's learning context, learning levels and learning ability. Adaptive Learning System (ALS) can provide effective support for adaptive learning. This paper proposes a new ALS based on fuzzy set theory. It can ef- fectively estimate the learner’s knowledge level by test according to learner’s target. Then take the factors of learner’s cognitive ability and preference into consideration to achieve self-organization and push plan of knowledge. This paper focuses on the design and implementation of domain model and user model in ALS. Experiments confirmed that the system providing adaptive con- tent can effectively help learners to memory the content and improve their comprehension. Keywords: Adaptive Learning System; fuzzy set theory; domain model; user model. 1 Introduction Along with the development and mature of network, It is accepted and approved by people to carry on the study using E-learning system to accept day by day. But most of E-learning system [1] generally has some problems at present, such as Piled-up courses, mixed learning resources, lack of effective and sensitive response and feed- back, lack of testing and evaluation system, lack of effective mechanisms for Guid- ance, low intelligence of the system. The raise of Adaptive Learning System [2] [3] is an effective solution about these matters. But most of intelligent E-learning system focus on the adoption of learner’s behaviors, interests and habits to provide personal- ized E-learning services[4], and commonly neglect to consider if learner’s ability are matched to the content and difficulty level of learning resources. Unsuitable resources may cause learner’s cognitive overload or disorientation [5]. This paper proposes a new Adaptive Learning System (ALS) based on fuzzy set theory. It can effectively estimate the learner’s knowledge level by test according to learner’s target. Then take Z. Pan et al. (Eds.): Transactions on Edutainment IV, LNCS 6250, pp. 1–11, 2010. © Springer-Verlag Berlin Heidelberg 2010