2020 6th International Conference Of The Immersive Learning Research Network Ilrn
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Author | : IEEE Staff |
Publisher | : |
Total Pages | : |
Release | : 2020-06-21 |
Genre | : |
ISBN | : 9781728152264 |
The 6th International Conference of the Immersive Learning Research Network (iLRN 2020) will be an innovative and interactive virtual gathering for a burgeoning global network of researchers and practitioners collaborating to develop the scientific, technical, and applied potential of immersive learning This premier scholarly event focusing on advances in the use of virtual , augmented , mixed , and other extended reality (VR AR MR XR) technologies to support learners and learning will be held FULLY ONLINE using a number of VR and other digital collaboration platforms
Author | : |
Publisher | : |
Total Pages | : |
Release | : 2020 |
Genre | : Concentrated study |
ISBN | : |
Author | : Marie-Luce Bourguet |
Publisher | : Springer Nature |
Total Pages | : 559 |
Release | : 2023-12-01 |
Genre | : Computers |
ISBN | : 3031473280 |
This volume constitutes the refereed proceedings of the 9th International Conference of the Immersive Learning Network, iLRN 2023, held in San Luis Obispo, USA, in June 2023 as a hybrid event. The 26 revised full papers and 13 shprt papers presented in this volume were carefully reviewed and selected from 110 submissions. The papers are organized in topical sections on foundations in immersive learning research and theory; assessment and evaluation; galleries, libraries, archives and museums; inclusion, diversity, equity, access, and social justice; STEM education; language, culture and heritage; nature & environmental sciences; workforce development & industry training; self and co-regulated learning with immersive learning environments; special track: immersive learning across Latin America: state of research, use cases and projects.
Author | : Yiyu Cai |
Publisher | : Springer Nature |
Total Pages | : 400 |
Release | : 2023-09-16 |
Genre | : Technology & Engineering |
ISBN | : 9819949580 |
This book consists of chapters that present the state-of-the-art research on mixed reality, simulation and serious games with applications in four main educational topics: (1) K-12 STEAM Education; (2) Tertiary/Professional Education; (3) Special Needs Education; and (4) Cultural, Social & Museum Education. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of mixed reality, simulations and serious games in various practices. The different approaches highlight challenges and potential solutions and provide future directions for mixed reality, simulation and serious games research, for the design of learning material and for implementation. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material and for practitioners that want to embrace mixed reality, simulation and/or serious games in their education. Chapter "Development of AR Interactive Components for Positive Behavioral Interventions and Supports" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Author | : Paula MacDowell |
Publisher | : Springer Nature |
Total Pages | : 287 |
Release | : 2023-01-02 |
Genre | : Education |
ISBN | : 3031181387 |
This book focuses on designing and being a designer of immersive education. It introduces readers to the human experiences within immersive learning environments and contributes research evidence on the effectiveness of immersive technologies in K-12 and post-secondary contexts. Through the chapters, illustrative contextual examples and vignettes demonstrate immersive learning in real-world educational practice. Readers will be equipped to design engaging and culturally relevant immersive experiences for learning in a post-COVID world. Immersive Education: Designing for Learning brings researchers, designers, and educators together to offer pedagogical strategies and design guidelines. The originality lies in integrating theoretical and practical knowledge to design meaningful immersive experiences, with attention to sustainability, community, and creativity. Valuable insights are provided to support students and teachers as immersive learning designers and storytellers.
Author | : Dennis Beck |
Publisher | : Springer |
Total Pages | : 247 |
Release | : 2019-06-15 |
Genre | : Computers |
ISBN | : 3030230899 |
This volume constitutes the refereed proceedings of the 5th International Conference of the Immersive Learning Network, iLRN 2019, held in London, UK, in June 2019. The 18 revised full papers and presented in this volume were carefully reviewed and selected from 60 submissions. The papers are organized in topical sections on science, technology, engineering, and mathematics (STEM); disciplinary applications: special education; disciplinary applications: history; pedagogical strategies; immersion and presence.
Author | : Dennis Beck |
Publisher | : Springer |
Total Pages | : 226 |
Release | : 2018-06-15 |
Genre | : Computers |
ISBN | : 3319935968 |
This volume constitutes the refereed proceedings of the 4th International Conference of the Immersive Learning Network, iLRN 2018, held in Missoula, MT, USA, in June 2018. The 12 revised full papers and the two revised short papers presented in this volume were carefully reviewed and selected from 57 submissions. The papers are organized in topical sections on environmental sciences, climate change, immersive technologies; immersive technologies in cultural heritage; immersive technologies in primary and secondary education; games and game design.
Author | : George Bebis |
Publisher | : Springer Nature |
Total Pages | : 466 |
Release | : 2022-12-09 |
Genre | : Computers |
ISBN | : 3031207165 |
This two-volume set of LNCS 13598 and 13599 constitutes the refereed proceedings of the 17th International Symposium on Visual Computing, ISVC 2022, which was held in October 2022. The 61 papers presented in these volumes were carefully reviewed and selected from 110 submissions. They are organized in the following topical sections: Part I: deep learning I; visualization; object detection and recognition; deep learning II; video analysis and event recognition; computer graphics; ST: biomedical imaging techniques for cancer detection, diagnosis and management. Part II: ST: neuro-inspired artificia intelligence; applications; segmentation and tracking; virtual reality; poster.
Author | : Gabriella Casalino |
Publisher | : Springer Nature |
Total Pages | : 815 |
Release | : |
Genre | : |
ISBN | : 3031673514 |
Author | : Jones, Phil |
Publisher | : Policy Press |
Total Pages | : 112 |
Release | : 2022-06-15 |
Genre | : Social Science |
ISBN | : 144736077X |
Since the mid-2010s, virtual reality (VR) technology has advanced rapidly. This book explores the many opportunities that VR can offer for humanities and social sciences researchers. The book provides a user-friendly, non-technical methods guide to using ready-made VR content and 360° video as well as creating custom materials. It examines the advantages and disadvantages of different approaches to using VR, providing helpful, real-world examples of how researchers have used the technology. The insights drawn from this analysis will inspire scholars to explore the possibilities of using VR in their own research projects.