Virtual Immersive And 3d Learning Spaces Emerging Technologies And Trends

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Virtual Immersive And 3d Learning Spaces Emerging Technologies And Trends
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Author : Hai-Jew, Shalin
language : en
Publisher: IGI Global
Release Date : 2010-09-30
Virtual Immersive And 3d Learning Spaces Emerging Technologies And Trends written by Hai-Jew, Shalin and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-09-30 with Education categories.
Virtual Immersive and 3D Learning Spaces: Emerging Technologies helps push the conceptual and applied boundaries of virtual immersive learning. Virtual immersive spaces bring with them plenty of promise, of sensory information-rich learning experiences that will enable a much wider range of experiential learning and training—delivered to computer desktops, augmented reality spaces, digital installations, and mobile projective devices. This work explains how these spaces may be exploited for effective learning in terms of the technologies, pedagogical strategies, and directions.
Implementing Augmented Reality Into Immersive Virtual Learning Environments
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Author : Russell, Donna
language : en
Publisher: IGI Global
Release Date : 2020-12-18
Implementing Augmented Reality Into Immersive Virtual Learning Environments written by Russell, Donna and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-12-18 with Education categories.
The potential to integrate augmented reality into educational settings has led to the development of myriad programs for implementing these transformative technologies into education. However, the transformative learning processes possible for learners can best be developed through integration in immersive virtual learning environments. The integration of augmented reality (AR) technologies into education involves matching the potential of AR with the most effective instructional model for immersing learners in the learning process. With current research focused heavily on blended or online learning, augmented reality fits right into the new technologies and trends that are being developed and utilized on a consistent basis. There is a need for research that provides detailed curriculum guides, templates for designing virtual worlds, evaluation processes, and immersive learning procedures that can be utilized to provide the best educational environment for student success. Implementing Augmented Reality Into Immersive Virtual Learning Environments provides current research for the integration of transformative new technologies into multiple educational settings. Examining the why, what, and how of integrating augmented reality into immersive virtual learning technologies, this book covers various educational settings, such as nursing education, sports coaching, language education, and more. While highlighting the benefits for virtual reality, its role in remote learning, the logistics of simulation, and branches of it such as gamification, this book is ideally intended for teachers, school administrators, teacher educators, practitioners, IT specialists, educational software developers, researchers, academicians, and students interested in integrating augmented reality in educational programs.
Augmented Reality And Virtual Reality
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Author : M. Claudia tom Dieck
language : en
Publisher: Springer Nature
Release Date : 2021-05-04
Augmented Reality And Virtual Reality written by M. Claudia tom Dieck and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-05-04 with Business & Economics categories.
This book features the latest research in the area of immersive technologies, presented at the 6th International Augmented Reality and Virtual Reality Conference, held in online in 2020. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, health care, tourism, events, fashion, entertainment, retail and the gaming industry. The book is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.
Immersive Environments Augmented Realities And Virtual Worlds
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Author : Steven D'Agustino
language : en
Publisher:
Release Date : 2013
Immersive Environments Augmented Realities And Virtual Worlds written by Steven D'Agustino and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013 with Educational technology categories.
Applications of immersive environments, virtual worlds, and augmented reality have significant implications for how teaching and learning are achieved in contemporary education. This brings together current research and performance in trends in education. While examining cyber behavior and the use of virtual worlds, immersive technologies and augmented realities aim to improve teaching and enhancing learning.
Digital Future Of Healthcare
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Author : Nilanjan Dey
language : en
Publisher: CRC Press
Release Date : 2021-11-23
Digital Future Of Healthcare written by Nilanjan Dey and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-11-23 with Computers categories.
This book focuses on the applications of different digital platforms in the field of healthcare. It describes different devices used in digital healthcare, their benefits, diagnosis, use in treatment, and use cases related to mobile healthcare. Further, it covers machine and deep learning, blockchain technology, big data analytics as relevant to digital healthcare, telehealth technology, and digital applications in the field of push-and-pull pharma marketing. Overall, it enables readers to understand the basics of decision-making processes using digital techniques for the healthcare field. Features: Discusses various aspects of digitization of healthcare systems Examines deployment of machine learning including IoT and medical analytics Provides studies on the design, implementation, development, and management of intelligent healthcare systems Includes sensor-based digitization of healthcare data Reviews real-time advancement and challenges of digital communication in the field of healthcare This book is aimed at researchers and graduate students in healthcare, internet of things, machine learning, computer science, robotics, wearables, electrical engineering, and biomedical engineering.
Handbook Of Research On Gaming Trends In P 12 Education
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Author : Russell, Donna
language : en
Publisher: IGI Global
Release Date : 2015-10-21
Handbook Of Research On Gaming Trends In P 12 Education written by Russell, Donna and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-10-21 with Education categories.
Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students. The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.
Hybrid Learning
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Author : Reggie Kwan
language : en
Publisher: Springer Science & Business Media
Release Date : 2011-07-21
Hybrid Learning written by Reggie Kwan and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-07-21 with Computers categories.
This book constitutes the refereed proceedings of the 4th International Conference on Hybrid Learning, ICHL 2011, held in Hong Kong, China, in August 2011. The 32 contributions presented in this volume were carefully reviewed and selected from numerous submissions. In addition two keynote talks are included in this book. The topics covered are practices in borderless education, pedagogical issues and practice, organizational frameworks for hybrid learning, experiences in hybrid learning, computer supported collaborative learning, and interactive hybrid learning systems.
Games User Research
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Author : Miguel Angel Garcia-Ruiz
language : en
Publisher: CRC Press
Release Date : 2017-12-19
Games User Research written by Miguel Angel Garcia-Ruiz and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-12-19 with Computers categories.
"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." —Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human–computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human–computer interaction between the player and the game.
Constructing Self Discovery Learning Spaces Online Scaffolding And Decision Making Technologies
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Author : Hai-Jew, Shalin
language : en
Publisher: IGI Global
Release Date : 2011-11-30
Constructing Self Discovery Learning Spaces Online Scaffolding And Decision Making Technologies written by Hai-Jew, Shalin and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-11-30 with Education categories.
As an increasing amount of information is made available online, the assumption is that people who visit Web sites will be able to strategize their learning to optimize access to this information. Constructing Self-Discovery Learning Spaces Online: Scaffolding and Decision Making Technologies raises awareness of the strategies supporting self-driven learner efficacy on a number of site types. This book reflects on existing literature about self-discovery learning and what learners need in terms of scaffolding to help them make the right decisions, assess their own level of learning, vet information strategically, collaborate with other learners, and build their own skill sets.
3d Immersive And Interactive Learning
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Author : Yiyu Cai
language : en
Publisher: Springer Science & Business Media
Release Date : 2013-02-12
3d Immersive And Interactive Learning written by Yiyu Cai and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-02-12 with Education categories.
3D technology is not new; research on 3D started back in early 1960s. But unlike in previous times, 3D technology has now rapidly entered our daily life from cinema to office to home. Using 3D for education is a new yet challenging task. This book will present several innovative efforts using 3D for immersive and interactive learning covering a wide spectrum of education including gifted program, normal (technical) stream, and special needs education. The book will also share experience on curriculum-based 3D learning in classroom setting and co-curriculum-based 3D student research projects. The book is organized as follows. Chapter 1 introduces the fundamentals of 3D educational technology and their applications in immersive and interactive learning. Chapter 2 discusses the use of virtual reality in teaching and learning of Molecular Biology. Chapter 3 presents the daVinci Lab @ River Valley High School. Chapter 4 describes the 3D education development process. Chapter 5 studies the adaption 3D system for learning gains in lower secondary normal (technical) stream. Chapter 6 investigates the effects of virtual reality technology on spatial visualization skills. Chapter 7 showcases a sabbatical program for students to use 3D for Science, Technology, Engineering and Mathematics (STEM) learning. Chapter 8 shares the use of 3D virtual pink dolphin to assist special education. The foreword of this book is written by Dr Cheah Horn Mun, Director, Education Technology Division, Ministry of Education, Singapore.