Edutainment Technologies Educational Games And Virtual Reality Augmented Reality Applications

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Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications

Author : Maiga Chang,Wu-Yuin Hwang,Ming-Puu Chen,Wolfgang Mueller
Publisher : Springer
Page : 560 pages
File Size : 40,9 Mb
Release : 2011-09-02
Category : Education
ISBN : 9783642234569

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Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications by Maiga Chang,Wu-Yuin Hwang,Ming-Puu Chen,Wolfgang Mueller Pdf

This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.

Innovating with Augmented Reality

Author : P Kaliraj,Devi Thirupathi
Publisher : CRC Press
Page : 208 pages
File Size : 51,9 Mb
Release : 2021-12-16
Category : Computers
ISBN : 9781000504231

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Innovating with Augmented Reality by P Kaliraj,Devi Thirupathi Pdf

Augmented Reality (AR) has many advantages that include increased engagement and interaction as well as enhanced innovation and responsiveness. AR technology has applications in almost all domains such as medical training, retail, repair and maintenance of complex equipment, interior design in architecture and construction, business logistics, tourism, and classroom education. Innovating with Augmented Reality: Applications in Education and Industry explains the concepts behind AR, explores some of its application areas, and gives an in-depth look at how this technology aligns with Education 4.0. Due to the rapid advancements in technology, future education systems must prepare students to work with the latest technologies by enabling them to learn virtually in augmented ways in varied platforms. By providing an illusion of physical objects, which takes the students to a new world of imagination, AR and Virtual Reality (VR) create virtual and interactive environments for better learning and understanding. AR applications in education are covered in four chapters of this book, including a chapter on how gamification can be made use of in the teaching and learning process. The book also covers other application areas of AR and VR. One such application area is the food and beverage industry with case studies on virtual 3D food, employee training, product–customer interaction, restaurant entertainment, restaurant tours, and product packaging. The application of AR in the healthcare sector, medical education, and related devices and software are examined in the book’s final chapter. The book also provides an overview of the game development software, Unity, a real-time development platform for 2D and 3D AR and VR, as well as the software tools and techniques used in developing AR-based apps.

Transactions on Edutainment IV

Author : Xiaopeng Zhang
Publisher : Springer
Page : 277 pages
File Size : 42,8 Mb
Release : 2010-08-28
Category : Education
ISBN : 9783642144844

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Transactions on Edutainment IV by Xiaopeng Zhang Pdf

E-learning and digital entertainment techniques, tools and systems are becoming popular and can be found in many real-world educational applications in many co- tries. The driving force behind these technologies is the rapidly growing requirements of edutainment, especially from the perspective of the users. This has led to the increasing interest of researchers in this area. The articles in this issue give a rich overview of how edutainment technologies can be creatively used for training and education purposes. The first 12 articles of this issue represent a selection of outstanding contributions from Edutainment 2010, the 5th International Conference on E-learning and Games, held in Changchun, China, in August 2010. The main purpose of this event is to faci- tate the discussion, presentation, and information exchange on the scientific and te- nological developments in the emerging field of digital entertainment techniques and systems for education. These 12 papers concentrated on three aspects: e-learning s- tem and applications, game techniques for learning, and virtual reality techniques for entertainment. They are closely related to the topics of this journal.

Learning by Playing. Game-based Education System Design and Development

Author : Maiga Chang,Rita Kuo,Kinshuk,Gwo-Dong Chen,Michitaka Hirose
Publisher : Springer
Page : 579 pages
File Size : 54,7 Mb
Release : 2009-07-31
Category : Education
ISBN : 9783642033643

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Learning by Playing. Game-based Education System Design and Development by Maiga Chang,Rita Kuo,Kinshuk,Gwo-Dong Chen,Michitaka Hirose Pdf

With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of “Edutainment” has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers, and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first (Edutainment 2006 in Hangzhou, China), the second (Edutainment 2007 in Hong Kong, China), and the third events (Edutainment 2008 in Nanjing, China), Edutainment 2009 was held August 9–11, 2009 in Banff, Canada. This year, we received 116 submissions from 25 different countries and regions - cluding Austria, Canada, China, Denmark, Finland, France, Germany, Greece, Hong Kong, Italy, Japan, Korea, Malaysia, Mexico, The Netherlands, Norway, Portugal, Singapore, Spain, Sweden, Switzerland, Taiwan, Trinidad and Tobago, UK, and USA.

Virtual and Augmented Reality, Simulation and Serious Games for Education

Author : Yiyu Cai,Wouter van Joolingen,Koen Veermans
Publisher : Springer Nature
Page : 188 pages
File Size : 54,6 Mb
Release : 2021-08-13
Category : Technology & Engineering
ISBN : 9789811613616

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Virtual and Augmented Reality, Simulation and Serious Games for Education by Yiyu Cai,Wouter van Joolingen,Koen Veermans Pdf

This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. 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 virtual reality, simulations and serious games in school practices. The different approaches highlight challenges and potential solutions and provide future directions for virtual reality, simulation and serious games research, for the design of learning material and for implementation in classrooms. 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 virtual reality, simulation and/or serious games in their education.

Augmented Reality in Education

Author : Vladimir Geroimenko
Publisher : Springer Nature
Page : 422 pages
File Size : 48,5 Mb
Release : 2020-05-26
Category : Computers
ISBN : 9783030421564

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Augmented Reality in Education by Vladimir Geroimenko Pdf

This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool. The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education. Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.

Transactions on Edutainment I

Author : Abdennour El Rhalibi
Publisher : Springer
Page : 305 pages
File Size : 54,8 Mb
Release : 2008-06-26
Category : Language Arts & Disciplines
ISBN : 9783540697442

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Transactions on Edutainment I by Abdennour El Rhalibi Pdf

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.

Technologies for E-Learning and Digital Entertainment

Author : Zhigeng Pan
Publisher : Springer Science & Business Media
Page : 808 pages
File Size : 47,7 Mb
Release : 2008-07-07
Category : Business & Economics
ISBN : 9783540697343

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Technologies for E-Learning and Digital Entertainment by Zhigeng Pan Pdf

This book constitutes the refereed proceedings of the Third International Conference on E-learning and Games, Edutainment 2008, held in Nanjing, China, in June 2008. The 83 revised full papers presented together with the abstract of 5 keynote speeches were carefully reviewed and selected from a total of 219 submissions. The papers are organized in topical sections on e-learning platforms and tools, e-learning system for education, application of e-learning systems, e-learning resource management, interaction in game and education, integration of game and education, game design and development, virtual characters, animation and navigation, graphics rendering and digital media, as well as geometric modeling in games and virtual reality.

VR, Simulations and Serious Games for Education

Author : Yiyu Cai,Wouter van Joolingen,Zachary Walker
Publisher : Springer
Page : 128 pages
File Size : 40,8 Mb
Release : 2018-10-10
Category : Technology & Engineering
ISBN : 9789811328442

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VR, Simulations and Serious Games for Education by Yiyu Cai,Wouter van Joolingen,Zachary Walker Pdf

This book introduces state-of-the-art research on simulation and serious games for education. Based partially on work presented at the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd AESSSG) held in Zhuhai, China as part of the 2016 ACM SIGGRAPH International Conference on Virtual-Reality Consortium and Applications in Industry (VRACI 2016), it includes a selection of the best papers from both. The book is divided into three major domains of education applications that use simulation and serious games: science, technology, engineering and mathematics (STEM) education; special needs education; and humanity and social science education. A valuable resource for researchers and developers in simulation and serious games for education benefit from this book, it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.

Mixed Reality for Education

Author : Yiyu Cai,Eleni Mangina,Sui Lin Goei
Publisher : Springer Nature
Page : 400 pages
File Size : 43,6 Mb
Release : 2023-09-16
Category : Technology & Engineering
ISBN : 9789819949588

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Mixed Reality for Education by Yiyu Cai,Eleni Mangina,Sui Lin Goei Pdf

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.

Emerging Tools and Applications of Virtual Reality in Education

Author : Choi, Dong Hwa
Publisher : IGI Global
Page : 360 pages
File Size : 51,6 Mb
Release : 2016-01-18
Category : Education
ISBN : 9781466698383

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Emerging Tools and Applications of Virtual Reality in Education by Choi, Dong Hwa Pdf

Virtual reality is the next frontier of communication. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. It only follows that to educate and stimulate the next generation of industry leaders, one must use the most innovative tools available. By coupling education with the most immersive technology available, teachers may inspire students in exciting new ways. Emerging Tools and Applications of Virtual Reality in Education explores the potential and practical uses of virtual reality in classrooms with a focus on pedagogical and instructional outcomes and strategies. This title features current experiments in the use of augmented reality in teaching and highlights the effects it had on students. The authors also illustrate the use of technology in teaching the humanities, as students well-rounded in the fields of technology and communication are covetable in the workforce. This book will inspire educators, administrators, librarians, students of education, and virtual reality software developers to push the limits of their craft.

Technologies for E-Learning and Digital Entertainment

Author : Kin-chuen Hui,Zhigeng Pan,Ronald Chi-kit Chung,Charlie C.L. Wang,Xiaogang Jin,Stefan Göbel,Eric C.-L. Li
Publisher : Springer
Page : 974 pages
File Size : 42,6 Mb
Release : 2007-07-17
Category : Computers
ISBN : 9783540730118

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Technologies for E-Learning and Digital Entertainment by Kin-chuen Hui,Zhigeng Pan,Ronald Chi-kit Chung,Charlie C.L. Wang,Xiaogang Jin,Stefan Göbel,Eric C.-L. Li Pdf

This book constitutes the refereed proceedings of the Second International Conference on E-learning and Games, Edutainment 2007, held in Hong Kong, China, in June 2007. It covers virtual and augmented reality in game and education, virtual characters in games and education, e-learning platforms and tools, geometry in games and virtual reality, vision, imaging and video technology, as well as collaborative and distributed environments.

Virtual Reality and Its Application in Education

Author : Dragan Cvetković
Publisher : BoD – Books on Demand
Page : 101 pages
File Size : 46,5 Mb
Release : 2021-01-14
Category : Computers
ISBN : 9781838808600

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Virtual Reality and Its Application in Education by Dragan Cvetković Pdf

Virtual reality is a set of technologies that enables two-way communication, from computer to user and vice versa. In one direction, technologies are used to synthesize visual, auditory, tactile, and sometimes other sensory experiences in order to provide the illusion that practically non-existent things can be seen, heard, touched, or otherwise felt. In the other direction, technologies are used to adequately record human movements, sounds, or other potential input data that computers can process and use. This book contains six chapters that cover topics including definitions and principles of VR, devices, educational design principles for effective use of VR, technology education, and use of VR in technical and natural sciences.

Handbook of Research on Immersive Digital Games in Educational Environments

Author : Krassmann, Aliane Loureiro,Amaral, Érico Marcelo Hoff do,Nunes, Felipe Becker,Voss, Gleizer Bierhalz,Zunguze, Manuel Constantino
Publisher : IGI Global
Page : 695 pages
File Size : 44,6 Mb
Release : 2018-08-31
Category : Education
ISBN : 9781522557913

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Handbook of Research on Immersive Digital Games in Educational Environments by Krassmann, Aliane Loureiro,Amaral, Érico Marcelo Hoff do,Nunes, Felipe Becker,Voss, Gleizer Bierhalz,Zunguze, Manuel Constantino Pdf

Education is increasingly being involved with technological resources in order to meet the needs of emerging generations, consequently changing the way people teach and learn. Game-based learning is a growing aspect of pedagogical practice, and it is important to disseminate research trends and innovations in this field. The Handbook of Research on Immersive Digital Games in Educational Environments provides emerging research exploring the theoretical and practical aspects of digital games and technological resources and applications within contemporary education. Featuring coverage on a broad range of topics such as digital integration, educational simulation, and learning theories, this book is ideally designed for teachers, pre-service teachers, students, educational researchers, and education software developers seeking current research on diverse immersive platforms and three-dimensional environments that support the creation of digital games and other applications to improve teaching and learning processes.