Immersive Education

Author: Martin Ebner
Publisher: Springer
ISBN: 3319220179
Format: PDF
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This book constitutes the refereed proceedings of the 4th European Immersive Education Summit, EiED 2014, held in Vienna, Austria, in November 2014. The 11 revised full papers presented were carefully reviewed and selected from 30 submissions. The papers are organized in topical sections on innovation and technological advancements in e-learning; immersive and emerging technologies for cultural and digital heritage.

Digital Transformation and Global Society

Author: Andrei V. Chugunov
Publisher: Springer
ISBN: 3319497006
Format: PDF
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This book constitutes the refereed proceedings of the First International Conference on Digital Transformation and Global Society, DTGS 2016, held in St. Petersburg, Russia, in June 2016. The 43 revised full papers and 15 revised short papers, presented together with 3 poster papers and an invited paper were carefully reviewed and selected from 157 submissions. The papers are organized in topical sections on eSociety: New Social Media Studies; eSociety: eGovernment and eParticipation: Perspectives on ICTs in Public Administration and Democracy; eKnowledge: ICTs in Learning and Education Management; eCity: ICTs for Better Urban (Rural) Planning and Living; eHealth: ICTs in Healthcare; eScience: Big Data Complex Calculations.

Immersive Learning Research Network

Author: Colin Allison
Publisher: Springer
ISBN: 331941769X
Format: PDF, ePub
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This book constitutes the refereed proceedings of the Second International Conference of the Immersive Learning Network, iLRN 2016, held in Santa Barbara, CA, USA, in June/July 2016. The proceedings contain 9 full papers carefully reviewed and selected from 45 submissions and the best 5 special track papers. The papers focus on various applications of immersive technologies to learning.

Immersive Learning Research Network

Author: Dennis Beck
Publisher: Springer
ISBN: 3319606336
Format: PDF, Mobi
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This book constitutes the refereed proceedings of the Third International Conference of the Immersive Learning Network, iLRN 2017, held in Coimbra, Portugal in June 2017. The proceedings contain 17 full papers together with 4 short papers, carefully reviewed and selected from 80 submissions. This year’s special focus is “Honoring Tradition, Immersed in the Future".

Serious Games and Edutainment Applications

Author: Minhua Ma
Publisher: Springer
ISBN: 3319516450
Format: PDF
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With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Smart Universities

Author: Vladimir L. Uskov
Publisher: Springer
ISBN: 3319594540
Format: PDF, ePub, Mobi
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This book presents peer-reviewed contributions on smart universities by various international research, design and development teams. Smart university is an emerging and rapidly evolving area that creatively integrates innovative concepts; smart software and hardware systems; smart classrooms with state-of-the-art technologies and technical platforms; smart pedagogy based on modern teaching and learning strategies; smart learning and academic analytics; as well as various branches of computer science and computer engineering. The contributions are grouped into several parts: Part 1—Smart Universities: Literature Review and Creative Analysis, Part 2—Smart Universities: Concepts, Systems and Technologies, Part 3—Smart Education: Approaches and Best Practices, and Part 4—Smart Universities: Smart Long Life Learning. The book is a valuable source of research data and findings, design and development outcomes, and best practices for faculty, scholars, Ph.D students, administrators, practitioners and anyone interested in the rapidly growing areas of smart university and smart education.

Innovation in Medicine and Healthcare 2014

Author: M. Graña
Publisher: IOS Press
ISBN: 1614994749
Format: PDF, ePub
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Advances are constantly being made in the fields of medicine and healthcare, and keeping abreast of them is not always easy. This book presents the proceedings of the second KES International Conference on Innovation in Medicine and Healthcare (InMed 14), held in San Sebastian, Spain, in July 2014. The conference was attended by researchers and engineers, managers, students and practitioners from a broad spectrum of medically related fields, and this multidisciplinary group discussed the ways in which technological and methodological innovation, knowledge exchange and enterprise can be applied to issues relating to medicine, surgery, healthcare and the issues of an ageing population. A central theme of the conference was smart medical and healthcare systems, which explored how modern intelligent systems can contribute to the solution of problems faced by healthcare and medical practitioners today and addressed the application of the systems. The 43 papers included here provided a useful and interesting reference for anyone requiring an overview of current innovations in healthcare.

Critical Gaming Interactive History and Virtual Heritage

Author: Erik Champion
Publisher: Routledge
ISBN: 1317157397
Format: PDF, Mobi
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This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

Engineering Education 4 0

Author: Sulamith Frerich
Publisher: Springer
ISBN: 3319469169
Format: PDF, Mobi
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This book presents a collection of results from the interdisciplinary research project “ELLI” published by researchers at RWTH Aachen University, the TU Dortmund and Ruhr-Universität Bochum between 2011 and 2016. All contributions showcase essential research results, concepts and innovative teaching methods to improve engineering education. Further, they focus on a variety of areas, including virtual and remote teaching and learning environments, student mobility, support throughout the student lifecycle, and the cultivation of interdisciplinary skills.

Handbook of Research on Effective Electronic Gaming in Education

Author: Ferdig, Richard E.
Publisher: IGI Global
ISBN: 1599048116
Format: PDF, ePub, Docs
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"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.