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Visualizing Dynamic Systems - Volumetric and Holographic Display (Paperback)
Loot Price: R903
Discovery Miles 9 030
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Visualizing Dynamic Systems - Volumetric and Holographic Display (Paperback)
Series: Synthesis Lectures on Engineering, Science, and Technology
Expected to ship within 10 - 15 working days
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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.
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