Author: Abdennour El Rhalibi
Publisher: Springer Science & Business Media
ISBN: 3540697373
Category : Language Arts & Disciplines
Languages : en
Pages : 315
Book Description
This volume contains contributions from Edutainment 2008, the 3rd International Conference on E-Learning and Games. It serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies in the field.
Transactions on Edutainment I
Author: Abdennour El Rhalibi
Publisher: Springer Science & Business Media
ISBN: 3540697373
Category : Language Arts & Disciplines
Languages : en
Pages : 315
Book Description
This volume contains contributions from Edutainment 2008, the 3rd International Conference on E-Learning and Games. It serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies in the field.
Publisher: Springer Science & Business Media
ISBN: 3540697373
Category : Language Arts & Disciplines
Languages : en
Pages : 315
Book Description
This volume contains contributions from Edutainment 2008, the 3rd International Conference on E-Learning and Games. It serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies in the field.
Feature Representation and Learning Methods With Applications in Protein Secondary Structure
Author: Zhibin Lv
Publisher: Frontiers Media SA
ISBN: 2889715558
Category : Science
Languages : en
Pages : 112
Book Description
Publisher: Frontiers Media SA
ISBN: 2889715558
Category : Science
Languages : en
Pages : 112
Book Description
Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications
Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 152255470X
Category : Computers
Languages : en
Pages : 1882
Book Description
Virtual and augmented reality is the next frontier of technological innovation. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications is a comprehensive reference source for the latest scholarly material on the trends, techniques, and uses of virtual and augmented reality in various fields, and examines the benefits and challenges of these developments. Highlighting a range of pertinent topics, such as human-computer interaction, digital self-identity, and virtual reconstruction, this multi-volume book is ideally designed for researchers, academics, professionals, theorists, students, and practitioners interested in emerging technology applications across the digital plane.
Publisher: IGI Global
ISBN: 152255470X
Category : Computers
Languages : en
Pages : 1882
Book Description
Virtual and augmented reality is the next frontier of technological innovation. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications is a comprehensive reference source for the latest scholarly material on the trends, techniques, and uses of virtual and augmented reality in various fields, and examines the benefits and challenges of these developments. Highlighting a range of pertinent topics, such as human-computer interaction, digital self-identity, and virtual reconstruction, this multi-volume book is ideally designed for researchers, academics, professionals, theorists, students, and practitioners interested in emerging technology applications across the digital plane.
Synthetic Worlds
Author: Andreas Hebbel-Seeger
Publisher: Springer Science & Business Media
ISBN: 146146286X
Category : Business & Economics
Languages : en
Pages : 422
Book Description
Synthetic Worlds, Virtual Worlds, and Alternate Realities are all terms used to describe the phenomenon of computer-based, simulated environments in which users inhabit and interact via avatars. The best-known commercial applications are in the form of electronic gaming, and particularly in massively-multiplayer online role-playing games like World of Warcraft or Second Life. Less known, but possibly more important, is the rapid adoption of platforms in education and business, where Serious Games are being used for training purposes, and even Second Life is being used in many situations that formerly required travel. The editors of this book captures the state of research in the field intended to reflect the rapidly growing yet relatively young market in education and business. The general focus is set on the scientific community but integrates the practical applications for businesses, with papers on information systems, business models, and economics. In six parts, international authors – all experts in their field – discuss the current state-of-the-art of virtual worlds/alternate realities and how the field will develop over the next years. Chapters discuss the influences and impacts in and around virtual worlds. Part four is about education, with a focus on learning environments and experiences, pedagogical models, and the effects on the different roles in the educational sector. The book looks at business models and how companies can participate in virtual worlds while receiving a return on investment, and includes cases and scenarios of integration, from design, implementation to application.
Publisher: Springer Science & Business Media
ISBN: 146146286X
Category : Business & Economics
Languages : en
Pages : 422
Book Description
Synthetic Worlds, Virtual Worlds, and Alternate Realities are all terms used to describe the phenomenon of computer-based, simulated environments in which users inhabit and interact via avatars. The best-known commercial applications are in the form of electronic gaming, and particularly in massively-multiplayer online role-playing games like World of Warcraft or Second Life. Less known, but possibly more important, is the rapid adoption of platforms in education and business, where Serious Games are being used for training purposes, and even Second Life is being used in many situations that formerly required travel. The editors of this book captures the state of research in the field intended to reflect the rapidly growing yet relatively young market in education and business. The general focus is set on the scientific community but integrates the practical applications for businesses, with papers on information systems, business models, and economics. In six parts, international authors – all experts in their field – discuss the current state-of-the-art of virtual worlds/alternate realities and how the field will develop over the next years. Chapters discuss the influences and impacts in and around virtual worlds. Part four is about education, with a focus on learning environments and experiences, pedagogical models, and the effects on the different roles in the educational sector. The book looks at business models and how companies can participate in virtual worlds while receiving a return on investment, and includes cases and scenarios of integration, from design, implementation to application.
Collaboration and Technology
Author: Valeria Herskovic
Publisher: Springer
ISBN: 3642332846
Category : Computers
Languages : en
Pages : 249
Book Description
This book constitutes the proceedings of the 18th Collaboration Researchers' International Working Group Conference on Collaboration and Technology, held in Raesfeld, Germany, in September 2012. The 9 revised papers presented together with 12 short papers were carefully reviewed and selected from numerous submissions. They are grouped into five themes that represent collaborative learning, social media analytics, conceptual and design models, formal modeling and technical approaches and collaboration support in emergency scenarios.
Publisher: Springer
ISBN: 3642332846
Category : Computers
Languages : en
Pages : 249
Book Description
This book constitutes the proceedings of the 18th Collaboration Researchers' International Working Group Conference on Collaboration and Technology, held in Raesfeld, Germany, in September 2012. The 9 revised papers presented together with 12 short papers were carefully reviewed and selected from numerous submissions. They are grouped into five themes that represent collaborative learning, social media analytics, conceptual and design models, formal modeling and technical approaches and collaboration support in emergency scenarios.
Teaching Anatomy
Author: Lap Ki Chan
Publisher: Springer Nature
ISBN: 3030432831
Category : Medical
Languages : en
Pages : 544
Book Description
The field of anatomy is dynamic and fertile. The rapid advances in technology in the past few years have produced exciting opportunities in the teaching of gross anatomy such as 3D printing, virtual reality, augmented reality, digital anatomy models, portable ultrasound, and more. Pedagogical innovations such as gamification and the flipped classroom, among others, have also been developed and implemented. As a result, preparing anatomy teachers in the use of these new teaching tools and methods is very timely. The main aim of the second edition of Teaching Anatomy – A Practical Guide is to offer gross anatomy teachers the most up-to-date advice and guidance for anatomy teaching, utilizing pedagogical and technological innovations at the forefront of anatomy education in the five years since the publication of the first edition. This edition is structured according to the teaching and learning situations that gross anatomy teachers will find themselves in: large group setting, small group setting, gross anatomy laboratory, writing examination questions, designing anatomy curriculum, using anatomy teaching tools, or building up their scholarship of teaching and learning. Fully revised and updated, including fifteen new chapters discussing the latest advances, this second edition is an excellent resource for all instructors in gross anatomy.
Publisher: Springer Nature
ISBN: 3030432831
Category : Medical
Languages : en
Pages : 544
Book Description
The field of anatomy is dynamic and fertile. The rapid advances in technology in the past few years have produced exciting opportunities in the teaching of gross anatomy such as 3D printing, virtual reality, augmented reality, digital anatomy models, portable ultrasound, and more. Pedagogical innovations such as gamification and the flipped classroom, among others, have also been developed and implemented. As a result, preparing anatomy teachers in the use of these new teaching tools and methods is very timely. The main aim of the second edition of Teaching Anatomy – A Practical Guide is to offer gross anatomy teachers the most up-to-date advice and guidance for anatomy teaching, utilizing pedagogical and technological innovations at the forefront of anatomy education in the five years since the publication of the first edition. This edition is structured according to the teaching and learning situations that gross anatomy teachers will find themselves in: large group setting, small group setting, gross anatomy laboratory, writing examination questions, designing anatomy curriculum, using anatomy teaching tools, or building up their scholarship of teaching and learning. Fully revised and updated, including fifteen new chapters discussing the latest advances, this second edition is an excellent resource for all instructors in gross anatomy.
Virtual, Augmented and Mixed Reality: Designing and Developing Augmented and Virtual Environments
Author: Randall Shumaker
Publisher: Springer
ISBN: 331907458X
Category : Computers
Languages : en
Pages : 451
Book Description
The two-volume set LNCS 8525-8526 constitutes the refereed proceedings of the 6th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCI 2014, in Heraklion, Crete, Greece, in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 82 contributions included in the VAMR proceedings were carefully reviewed and selected for inclusion in this two-volume set. The 39 papers included in this volume are organized in the following topical sections: interaction devices, displays and techniques in VAMR; designing virtual and augmented environments; avatars and virtual characters; developing virtual and augmented environments.
Publisher: Springer
ISBN: 331907458X
Category : Computers
Languages : en
Pages : 451
Book Description
The two-volume set LNCS 8525-8526 constitutes the refereed proceedings of the 6th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCI 2014, in Heraklion, Crete, Greece, in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 82 contributions included in the VAMR proceedings were carefully reviewed and selected for inclusion in this two-volume set. The 39 papers included in this volume are organized in the following topical sections: interaction devices, displays and techniques in VAMR; designing virtual and augmented environments; avatars and virtual characters; developing virtual and augmented environments.
Interactive Digital Narrative
Author: Hartmut Koenitz
Publisher: Routledge
ISBN: 1317668685
Category : Computers
Languages : en
Pages : 303
Book Description
The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.
Publisher: Routledge
ISBN: 1317668685
Category : Computers
Languages : en
Pages : 303
Book Description
The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.
Context-Aware Machine Learning and Mobile Data Analytics
Author: Iqbal Sarker
Publisher: Springer Nature
ISBN: 3030885305
Category : Computers
Languages : en
Pages : 164
Book Description
This book offers a clear understanding of the concept of context-aware machine learning including an automated rule-based framework within the broad area of data science and analytics, particularly, with the aim of data-driven intelligent decision making. Thus, we have bestowed a comprehensive study on this topic that explores multi-dimensional contexts in machine learning modeling, context discretization with time-series modeling, contextual rule discovery and predictive analytics, recent-pattern or rule-based behavior modeling, and their usefulness in various context-aware intelligent applications and services. The presented machine learning-based techniques can be employed in a wide range of real-world application areas ranging from personalized mobile services to security intelligence, highlighted in the book. As the interpretability of a rule-based system is high, the automation in discovering rules from contextual raw data can make this book more impactful for the application developers as well as researchers. Overall, this book provides a good reference for both academia and industry people in the broad area of data science, machine learning, AI-Driven computing, human-centered computing and personalization, behavioral analytics, IoT and mobile applications, and cybersecurity intelligence.
Publisher: Springer Nature
ISBN: 3030885305
Category : Computers
Languages : en
Pages : 164
Book Description
This book offers a clear understanding of the concept of context-aware machine learning including an automated rule-based framework within the broad area of data science and analytics, particularly, with the aim of data-driven intelligent decision making. Thus, we have bestowed a comprehensive study on this topic that explores multi-dimensional contexts in machine learning modeling, context discretization with time-series modeling, contextual rule discovery and predictive analytics, recent-pattern or rule-based behavior modeling, and their usefulness in various context-aware intelligent applications and services. The presented machine learning-based techniques can be employed in a wide range of real-world application areas ranging from personalized mobile services to security intelligence, highlighted in the book. As the interpretability of a rule-based system is high, the automation in discovering rules from contextual raw data can make this book more impactful for the application developers as well as researchers. Overall, this book provides a good reference for both academia and industry people in the broad area of data science, machine learning, AI-Driven computing, human-centered computing and personalization, behavioral analytics, IoT and mobile applications, and cybersecurity intelligence.
Haptic Interaction
Author: Hiroyuki Kajimoto
Publisher: Springer
ISBN: 4431556907
Category : Technology & Engineering
Languages : en
Pages : 292
Book Description
This book is aimed not only at haptics and human interface researchers, but also at developers and designers from manufacturing corporations and the entertainment industry who are working to change our lives. This publication comprises the proceedings of the first International AsiaHaptics conference, held in Tsukuba, Japan, in 2014. The book describes the state of the art of the diverse haptics- (touch-) related research, including scientific research into haptics perception and illusion, development of haptics devices, and applications for a wide variety of fields such as education, medicine, telecommunication, navigation, and entertainment.
Publisher: Springer
ISBN: 4431556907
Category : Technology & Engineering
Languages : en
Pages : 292
Book Description
This book is aimed not only at haptics and human interface researchers, but also at developers and designers from manufacturing corporations and the entertainment industry who are working to change our lives. This publication comprises the proceedings of the first International AsiaHaptics conference, held in Tsukuba, Japan, in 2014. The book describes the state of the art of the diverse haptics- (touch-) related research, including scientific research into haptics perception and illusion, development of haptics devices, and applications for a wide variety of fields such as education, medicine, telecommunication, navigation, and entertainment.