TY - BOOK AU - Pan,Zhigeng AU - Cheok,Adrian David AU - Müller,Wolfgang AU - Zhang,Mingmin TI - Transactions on edutainment XVI T2 - Lecture Notes in Computer Science SN - 9783662615102 AV - LB1028.3 .T73 2020eb U1 - 371.33 23 PY - 2020/// CY - Berlin, Germany PB - Springer KW - Educational technology KW - Educational games KW - Computer-assisted instruction KW - Educational Technology KW - Computer-Assisted Instruction KW - Technologie éducative KW - Enseignement assisté par ordinateur KW - Computer networking & communications KW - bicssc KW - Society & social sciences KW - Machine learning KW - Pattern recognition KW - Image processing KW - Computers KW - Networking KW - General KW - bisacsh KW - Online Services KW - Data Processing KW - Intelligence (AI) & Semantics KW - Computer Vision & Pattern Recognition KW - Computer Graphics KW - fast N1 - 4.3 Analysis Result; Includes author index; Intro -- Editorial -- Transactions on Edutainment -- Contents -- E-learning and On-Line Apps -- The Effects of Edutainment Strategies on Student Motivation and Engagement in College EFL Classes -- 1 Introduction -- 2 Literature Review -- 2.1 The MUSIC® Model of Motivation -- 2.2 Student Engagement -- 3 Purpose, Research Questions, and Method -- 3.1 Participants -- 3.2 Procedure -- 3.3 Instruments -- 3.4 Analysis -- 4 Results -- 4.1 Data Screening -- 4.2 Internal Consistency -- 4.3 Research Question 1 -- 4.4 Research Question 2 -- 5 Discussion and Conclusion -- 5.1 Research Question 1; 5.2 Research Question 2 -- 5.3 Limitations -- 5.4 Conclusion -- References -- Correlation Analysis Between Emotional Engagement and Achievement of University Students in Online Learning Based on an Elective Course -- 1 Research on Online Learning Engagement -- 2 Related Academic Emotion Theories and Scales -- 2.1 Related Three Theories -- 2.2 Related Three Scales -- 3 Correlation Analysis Framework Between Emotional Engagement and Achievement in Online Learning -- 4 Correlations Between Emotional Engagement and Achievement -- 4.1 Survey of Basic Learning Emotions and Achievement; 4.2 Correlations Between Basic Academic Emotions and Achievement -- 4.3 Correlations Between Internal Drive and Achievement -- 4.4 Correlations Between Engagement and Academic Achievement in Daily Self-regulated Online Learning -- 4.5 Correlations Between Engagement and Academic Achievement in Single Observed Online Learning -- 5 Conclusions -- References -- Interactive Virtual Bracket Positioning Method in Orthodontics -- 1 Introduction -- 2 Virtual Bracket Interaction Method -- 2.1 Bracket Positioning -- 2.2 Interactive Method -- 2.3 Determine the Position of the Bracket on the Tooth Surface; 3 Avoid Collision Between Bracket and Tooth -- 3.1 The Principle of LDNI to Achieve Collision Avoidance -- 3.2 Discussion of Collision Avoidance -- 4 Virtual Bracket Interactive Software -- 4.1 Software Basic Framework -- 4.2 Software Functions -- 5 Conclusion -- References -- Research and Implementation of Virtual Pottery -- 1 Introduction -- 2 Modeling and Interaction of Virtual Pottery -- 2.1 Modeling of Virtual Pottery -- 2.2 Interaction of Virtual Pottery -- 3 Implementation of Virtual Pottery -- 3.1 Museum -- 3.2 Teaching -- 3.3 Archaeology -- 3.4 Entertainment -- 4 Discussion; 5 Conclusion -- References -- An Annotation Method for Artwork Attributes Based on Visual Perception -- 1 Introduction -- 2 Analysis of Artworks -- 3 Analysis and Annotation of the of Artworks Attributes -- 4 System Implementation -- 5 Summary -- References -- Image and Graphics -- DPNet: A Dual Path Network for Road Scene Semantic Segmentation -- 1 Introduction -- 2 Related Work -- 3 Method -- 3.1 Dual Path -- 3.2 Reverse Fusion -- 3.3 Channel Attention Model -- 3.4 Multi-scale Supervision -- 3.5 Loss Function -- 4 Experimental Results and Analyses -- 4.1 CamVid Dataset -- 4.2 Training N2 - 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 presented in this issue were organized in topical sections named: e-learning and on-line apps; image and graphics; VR/AR; CV and AI; and animation and miscellaneous UR - https://link.springer.com/10.1007/978-3-662-61510-2 ER -