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Titlebook: Immersive Learning Research Network; Second International Colin Allison,Leonel Morgado,Christian Gütl Conference proceedings 2016 Springer

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發(fā)表于 2025-3-21 16:41:34 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書目名稱Immersive Learning Research Network
副標(biāo)題Second International
編輯Colin Allison,Leonel Morgado,Christian Gütl
視頻videohttp://file.papertrans.cn/462/461912/461912.mp4
概述Includes supplementary material:
叢書名稱Communications in Computer and Information Science
圖書封面Titlebook: Immersive Learning Research Network; Second International Colin Allison,Leonel Morgado,Christian Gütl Conference proceedings 2016 Springer
描述.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..
出版日期Conference proceedings 2016
關(guān)鍵詞adult education; augmented reality; collaborative learning; computer graphics; computer-assisted instruc
版次1
doihttps://doi.org/10.1007/978-3-319-41769-1
isbn_softcover978-3-319-41768-4
isbn_ebook978-3-319-41769-1Series ISSN 1865-0929 Series E-ISSN 1865-0937
issn_series 1865-0929
copyrightSpringer International Publishing Switzerland 2016
The information of publication is updating

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Strategies to Design a Mixed-Reality Immersive Environment and Influence Teen Health Behaviors examined extensively. The goal of the WAVE~Ripples for Change Childhood Obesity Prevention project was to determine the effectiveness of teaching nutrition and physical activity knowledge with an IE designed to reinforce these healthy behaviors (i.e. Rippleville), and if it could improve overall di
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發(fā)表于 2025-3-22 02:02:01 | 只看該作者
Virtual Worlds and the 3D Web – Time for Convergence?, when compared with the way educational activities have flourished through the use of the constantly evolving WWW, MUVW learning environments remain a relatively obscure niche. Since the advent and promise of Second Life, there has been no critical mass reached and no movement towards standardisati
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Computational Thinking and Social Skills in Virtuoso: An Immersive, Digital Game-Based Learning Envition in CT is students with Autism Spectrum Disorders (ASD). Unfortunately, many individuals with ASD lack the social competencies to successfully navigate a work environment. The purpose of this paper is to discuss a digital games-based learning intervention for youth with ASD to learn computationa
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Inducing Emotional Response in Interactive Media: A Pilot Studyof that process. Production and editing of the media in order to produce the desired emotional experiences can be expensive and cumbersome to media designers. This paper presents a pilot study intended to show that such experiences can be induced with after-the-fact audio-visual effects. As subjects
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