Virtual Reality in Education: Breakthroughs in Research and Practice, VOL 1, Management Association Information Reso
Автор: Giuliana Guazzaroni, Anitha S. Pillai Название: Virtual and Augmented Reality in Education, Art, and Museums, Igi global. ISBN 9781799817963 ISBN: 1799817962 ISBN-13(EAN): 9781799817963 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 188100.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. The book highlights a range of topics such as online learning, digital heritage, and gaming.
Автор: Randall Shumaker Название: Virtual, Augmented and Mixed Reality: Systems and Applications ISBN: 3642394191 ISBN-13(EAN): 9783642394195 Издательство: Springer Рейтинг: Цена: 46570.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Healthcare and medical applications.- Virtual and augmented environments for learning and education.- Business, industrial and military applications.- Culture and entertainment applications.
Автор: Donna Russell Название: Implementing Augmented Reality Into Immersive Virtual Learning Environments ISBN: 1799842223 ISBN-13(EAN): 9781799842224 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 206970.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: 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.
Автор: Melanie Chan Название: Virtual Reality: Representations in Contemporary Media ISBN: 1441175318 ISBN-13(EAN): 9781441175311 Издательство: Bloomsbury Academic Рейтинг: Цена: 100320.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: The idea of virtual realities has a long and complex historical trajectory, spanning from Plato's concept of the cave and the simulacrum, to artistic styles such as Trompe L'oeil, and more recently developments in 3D film, television and gaming. However, this book will pay particular attention to the time between the 1980s to the 1990s when virtual reality and cyberspace were represented, particularly in fiction, as a wondrous technology that enabled transcendence from the limitations of physical embodiment. The purpose of this critical historical analysis of representations of virtual reality is to examine how they might deny, repress or overlook embodied experience. Specifically, the author will contend that embodiment is a fundamental aspect of immersion in virtual reality, rather than something which is to be transcended. In this way, the book aims to challenge distorted ideas about transcendence and productively contribute to debates about embodiment and technology.
This book is aimed to help instructional designers, science game designers, science faculty, lab designers, and content developers in designing interactive learning experiences using emerging technologies and cyberlearning. The proposed solutions are for undergraduate and graduate scientific communication, engineering courses, scientific research communication, and workforce training.
Reviewing across the science education literature reveals various aspects of unresolved challenges or inabilities in the visualization of scientific concepts. Visuospatial thinking is the fundamental part of learning sciences; however, promoting spatial thinking has not been emphasized enough in the educational system (Hegarty, 2014). Cognitive scientists distinguish between the multiple aspects of spatial ability and stresse that various problems or disciplines require different types of spatial skills. For example, the spatial ability to visualize anatomy cross-sections is significantly associated with mental rotation skills. The same is true for physical problems that often deal with spatial representations. However, most of the physics problems are marked by dynamicity, and visualizing dynamicity is inferred by the integrations of different participating components in the system. Therefore, what is needed for learning dynamicity is visualizing the mental animation of static episodes.
This book is a leap into designing framework for using mixed reality (XR) technologies and cyberlearning in communicating advanced scientific concepts. The intention is to flesh out the cognitive infrastructure and visuospatial demands of complex systems and compare them in various contexts and disciplines. The practical implementation of emerging technology can be achieved by foreseeing each XR technology's affordances and mapping those out to the cognitive infrastructure and visuospatial demands of the content under development.
Автор: Matthias Harders Название: Surgical Scene Generation for Virtual Reality-Based Training in Medicine ISBN: 1447168623 ISBN-13(EAN): 9781447168621 Издательство: Springer Рейтинг: Цена: 107130.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: This reference book is for anyone involved in generating surgical training scenarios, as well as in VR-based training in general. The book is the ideal reference for any reader involved in generating training scenarios, as well as in VR-based training in general.
Автор: De Paolis Название: Augmented Reality, Virtual Reality, and Computer Graphics ISBN: 3319406205 ISBN-13(EAN): 9783319406206 Издательство: Springer Рейтинг: Цена: 68950.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: The 2-volume set LNCS 9768 and 9769 constitutes the refereed proceedings of the Third International Conference on Augmented Reality, Virtual Reality and Computer Graphics, AVR 2016, held in Lecce, Italy, in June 2016. The 40 full papers and 29 short papers presented werde carefully reviewed and selected from 131 submissions.
Автор: Anderson Название: Virtual Reality, Augmented Reality and Artificial Intelligence in Special Education ISBN: 0367024535 ISBN-13(EAN): 9780367024536 Издательство: Taylor&Francis Рейтинг: Цена: 33670.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Offering a wealth of practical tips, downloadable resources and ideas for the classroom, this practical text explains how modern technologies, equipment and possibilities can be used to promote improved communication skills, independent learning, and heightened self-esteem amongst students with SEND.
Автор: Anderson Название: Virtual Reality, Augmented Reality and Artificial Intelligence in Special Education ISBN: 0367145324 ISBN-13(EAN): 9780367145323 Издательство: Taylor&Francis Рейтинг: Цена: 132710.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Offering a wealth of practical tips, downloadable resources and ideas for the classroom, this practical text explains how modern technologies, equipment and possibilities can be used to promote improved communication skills, independent learning, and heightened self-esteem amongst students with SEND.
Автор: Plowman Jessica Название: Unreal Engine Virtual Reality Quick Start Guide ISBN: 1789617405 ISBN-13(EAN): 9781789617405 Издательство: Неизвестно Рейтинг: Цена: 40450.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Unreal Engine VR Quick Start Guide introduces designers to the guidelines and design processes necessary to build interactive VR experiences. Learn to use User Experience design techniques and Blueprint programming to create virtual reality gameplay for HTC Vive, Oculus Rift, PSVR, and Windows Mixed Reality headsets.
Автор: Giuliana Guazzaroni, Anitha S. Pillai Название: Virtual and Augmented Reality in Education, Art, and Museums ISBN: 1799817970 ISBN-13(EAN): 9781799817970 Издательство: Mare Nostrum (Eurospan) Цена: 166320.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.
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