Entertainment for Education. Digital Techniques and Systems: by Wu-Yuin Hwang, Rustam Shadiev, Szu-Min Huang (auth.),

By Wu-Yuin Hwang, Rustam Shadiev, Szu-Min Huang (auth.), Xiaopeng Zhang, Shaochun Zhong, Zhigeng Pan, Kevin Wong, Ruwei Yun (eds.)

With the technical development of electronic media and the medium of conversation in recent times, there's a frequent curiosity in electronic leisure. An rising te- nical learn sector edutainment, or academic leisure, has been approved as schooling utilizing electronic leisure. Edutainment has been well-known as an eff- tive means of studying utilizing sleek electronic media instruments, like pcs, video games, cell phones, televisions, or different digital fact purposes, which emphasizes using leisure with software to the schooling area. The Edutainment convention sequence was once tested in 2006 and as a consequence - ganized as a different occasion for researchers operating during this new curiosity sector of e-learning and electronic leisure. the most goal of Edutainment meetings is to facilitate the dialogue, presentation, and data trade of the medical and technological improvement within the new group. The Edutainment convention sequence turns into a precious chance for researchers, engineers, and graduate s- dents to speak at those foreign annual occasions. The convention sequence - cludes plenary invited talks, workshops, tutorials, paper presentation tracks, and panel discussions. The Edutainment convention sequence used to be initiated in Hangzhou, China in 2006. Following the good fortune of the 1st occasion, the second one (Edutainment 2007 in Hong Kong, China), 3rd (Edutainment 2008 in Nanjing, China), and fourth variants (Edutainment 2009 in Banff, Canada) have been equipped. Edutainment 2010 used to be held in the course of August 16–18, 2010 in Changchun, China. workshops have been together org- ized including Edutainment 2010.

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Additional resources for Entertainment for Education. Digital Techniques and Systems: 5th International Conference on E-learning and Games, Edutainment 2010, Changchun, China, August 16-18, 2010. Proceedings

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009B010800017. X. Zhang et al. ): Edutainment 2010, LNCS 6249, pp. 34–45, 2010. © Springer-Verlag Berlin Heidelberg 2010 Optimization Technique for Commercial Mobile MMORPG 35 phones, developing mobile MMORPG meet a lot of challenges. Performance optimization technologies, such as storage memory and heap memory conservation technologies and network communication traffic reduction technologies, are very crucial to cope with these challenges. J2ME (Java 2 Micro Edition) is a platform for mobile devices.

Memory optimization and network bandwidth reduction are crucial in mobile MMORPG. In this paper, we discuss our optimization experience in crafting a commercially launched game “ZhanGuo” [14], which is proven to run in more than 800 types of mobile phones owned by a million subscribers since 2005. Based on our first-hand experience, we have found out three interesting properties in mobile online game development: 1) extremely small memory factor in both storage and runtime heap memory; 2) the extensive use of graphics and background maps in game; 3) frequent and massive network communication.

Table 3. Results of T-test: the first baseline condition (pre-test) and second baseline conditions (post-test) Paired Differences Std. 155 Std. 202 Sig. 05. There aren’t significant differences between post-test and pre-test. It proves that when we stop intervention, team’s performance would not be enhanced even if we replace their inquiring topics. Their performance will returns to baseline level. Table 4. Result of T-test: the first baseline condition (pre-test) and the second intervention condition (post-test) Paired Differences Std.

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