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Virtual and Augmented Reality, Simulation and Serious Games for Education (Hardcover, 1st ed. 2021): Yiyu Cai, Wouter van... Virtual and Augmented Reality, Simulation and Serious Games for Education (Hardcover, 1st ed. 2021)
Yiyu Cai, Wouter van Joolingen, Koen Veermans
R3,937 Discovery Miles 39 370 Ships in 12 - 17 working days

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.

When VR Serious Games Meet Special Needs Education - Research, Development and Their Applications (Hardcover, 1st ed. 2021):... When VR Serious Games Meet Special Needs Education - Research, Development and Their Applications (Hardcover, 1st ed. 2021)
Yiyu Cai, Qi Cao
R3,941 Discovery Miles 39 410 Ships in 12 - 17 working days

This book presents selected research and development on virtual reality (VR) and serious games (SG) applications to assist children with Autism Spectrum Disorder (ASD) in their learning of different skills. Children with ASD have challenges to learn skills of learning, living, and working, due to their cognitive and behavioral limitations. The authors and their research teams of this book have many years' research experience developing innovative and interactive VR and SG technology for the special needs education. More specifically, several VR serious games are designed to train children with ASD on learning skill, life skill, and job skill. Such games are often developed based on the needs of special education and used by special needs schools in Singapore. This book is a useful resource for students, scholars, and designers of learning material who want to embrace VR and SG for children with ASD.

3D Immersive and Interactive Learning (Hardcover, 2013 ed.): Yiyu Cai 3D Immersive and Interactive Learning (Hardcover, 2013 ed.)
Yiyu Cai
R3,194 Discovery Miles 31 940 Ships in 12 - 17 working days

3D technology is not new; research on 3D started back in early 1960s. But unlike in previous times, 3D technology has now rapidly entered our daily life from cinema to office to home. Using 3D for education is a new yet challenging task. This book will present several innovative efforts using 3D for immersive and interactive learning covering a wide spectrum of education including gifted program, normal (technical) stream, and special needs education. The book will also share experience on curriculum-based 3D learning in classroom setting and co-curriculum-based 3D student research projects. The book is organized as follows. Chapter 1 introduces the fundamentals of 3D educational technology and their applications in immersive and interactive learning. Chapter 2 discusses the use of virtual reality in teaching and learning of Molecular Biology. Chapter 3 presents the daVinci Lab @ River Valley High School. Chapter 4 describes the 3D education development process. Chapter 5 studies the adaption 3D system for learning gains in lower secondary normal (technical) stream. Chapter 6 investigates the effects of virtual reality technology on spatial visualization skills. Chapter 7 showcases a sabbatical program for students to use 3D for Science, Technology, Engineering and Mathematics (STEM) learning. Chapter 8 shares the use of 3D virtual pink dolphin to assist special education. The foreword of this book is written by Dr Cheah Horn Mun, Director, Education Technology Division, Ministry of Education, Singapore.

Simulation and Serious Games for Education (Hardcover, 1st ed. 2017): Yiyu Cai, Sui Lin Goei, Wim Trooster Simulation and Serious Games for Education (Hardcover, 1st ed. 2017)
Yiyu Cai, Sui Lin Goei, Wim Trooster
R3,698 R3,217 Discovery Miles 32 170 Save R481 (13%) Ships in 12 - 17 working days

This book introduces state-of-the-art research on simulation and serious games for education. The major part of this book is based on selected work presented at the 2014 Asia-Europe Symposium on Simulation and Serious Games held in Windesheim University of Applied Sciences, the Netherlands (Oct 1-2, 2014). It covers 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. Researchers and developers in simulation and serious games for education benefit from this book, and it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.

VR, Simulations and Serious Games for Education (Hardcover, 1st ed. 2019): Yiyu Cai, Wouter van Joolingen, Zachary Walker VR, Simulations and Serious Games for Education (Hardcover, 1st ed. 2019)
Yiyu Cai, Wouter van Joolingen, Zachary Walker
R3,268 Discovery Miles 32 680 Ships in 10 - 15 working days

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.

Simulations, Serious Games and Their Applications (Hardcover, 2014 ed.): Yiyu Cai, Sui Lin Goei Simulations, Serious Games and Their Applications (Hardcover, 2014 ed.)
Yiyu Cai, Sui Lin Goei
R4,351 R3,342 Discovery Miles 33 420 Save R1,009 (23%) Ships in 12 - 17 working days

This book presents the state of the art technology in Serious Games which is driven extensive by applications and research in simulation. The topics in this book include: (1) Fashion simulation; (2) Chinese calligraphy ink diffusion simulation; (3) Rehabilitation (4) Long vehicle turning simulation; (5) Marine traffic conflict control; (6) CNC simulation; (7) Special needs education. The book also addresses the fundamental issues in Simulation and Serious Games such as rapid collision detection, game engines or game development platforms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games and Simulation. The major part of this book comprises of papers presented at the 2012 Asia-Europe Workshop on Serious Games and Simulation held in Nanyang Technological University, Singapore (May 9, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.

GPU Computing and Applications (Hardcover, 2015 ed.): Yiyu Cai, Simon See GPU Computing and Applications (Hardcover, 2015 ed.)
Yiyu Cai, Simon See
R4,381 R3,378 Discovery Miles 33 780 Save R1,003 (23%) Ships in 12 - 17 working days

This book presents a collection of state of the art research on GPU Computing and Application. The major part of this book is selected from the work presented at the 2013 Symposium on GPU Computing and Applications held in Nanyang Technological University, Singapore (Oct 9, 2013). Three major domains of GPU application are covered in the book including (1) Engineering design and simulation; (2) Biomedical Sciences; and (3) Interactive & Digital Media. The book also addresses the fundamental issues in GPU computing with a focus on big data processing. Researchers and developers in GPU Computing and Applications will benefit from this book. Training professionals and educators can also benefit from this book to learn the possible application of GPU technology in various areas.

Virtual and Augmented Reality, Simulation and Serious Games for Education (Paperback, 1st ed. 2021): Yiyu Cai, Wouter van... Virtual and Augmented Reality, Simulation and Serious Games for Education (Paperback, 1st ed. 2021)
Yiyu Cai, Wouter van Joolingen, Koen Veermans
R3,959 Discovery Miles 39 590 Ships in 10 - 15 working days

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.

When VR Serious Games Meet Special Needs Education - Research, Development and Their Applications (Paperback, 1st ed. 2021):... When VR Serious Games Meet Special Needs Education - Research, Development and Their Applications (Paperback, 1st ed. 2021)
Yiyu Cai, Qi Cao
R3,969 Discovery Miles 39 690 Ships in 10 - 15 working days

This book presents selected research and development on virtual reality (VR) and serious games (SG) applications to assist children with Autism Spectrum Disorder (ASD) in their learning of different skills. Children with ASD have challenges to learn skills of learning, living, and working, due to their cognitive and behavioral limitations. The authors and their research teams of this book have many years' research experience developing innovative and interactive VR and SG technology for the special needs education. More specifically, several VR serious games are designed to train children with ASD on learning skill, life skill, and job skill. Such games are often developed based on the needs of special education and used by special needs schools in Singapore. This book is a useful resource for students, scholars, and designers of learning material who want to embrace VR and SG for children with ASD.

Simulation and Serious Games for Education (Paperback, Softcover reprint of the original 1st ed. 2017): Yiyu Cai, Sui Lin Goei,... Simulation and Serious Games for Education (Paperback, Softcover reprint of the original 1st ed. 2017)
Yiyu Cai, Sui Lin Goei, Wim Trooster
R3,184 Discovery Miles 31 840 Ships in 10 - 15 working days

This book introduces state-of-the-art research on simulation and serious games for education. The major part of this book is based on selected work presented at the 2014 Asia-Europe Symposium on Simulation and Serious Games held in Windesheim University of Applied Sciences, the Netherlands (Oct 1-2, 2014). It covers 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. Researchers and developers in simulation and serious games for education benefit from this book, and it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.

Simulations, Serious Games and Their Applications (Paperback, Softcover reprint of the original 1st ed. 2014): Yiyu Cai, Sui... Simulations, Serious Games and Their Applications (Paperback, Softcover reprint of the original 1st ed. 2014)
Yiyu Cai, Sui Lin Goei
R3,506 Discovery Miles 35 060 Ships in 10 - 15 working days

This book presents the state of the art technology in Serious Games which is driven extensive by applications and research in simulation. The topics in this book include: (1) Fashion simulation; (2) Chinese calligraphy ink diffusion simulation; (3) Rehabilitation (4) Long vehicle turning simulation; (5) Marine traffic conflict control; (6) CNC simulation; (7) Special needs education. The book also addresses the fundamental issues in Simulation and Serious Games such as rapid collision detection, game engines or game development platforms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games and Simulation. The major part of this book comprises of papers presented at the 2012 Asia-Europe Workshop on Serious Games and Simulation held in Nanyang Technological University, Singapore (May 9, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.

GPU Computing and Applications (Paperback, Softcover reprint of the original 1st ed. 2015): Yiyu Cai, Simon See GPU Computing and Applications (Paperback, Softcover reprint of the original 1st ed. 2015)
Yiyu Cai, Simon See
R3,598 Discovery Miles 35 980 Ships in 10 - 15 working days

This book presents a collection of state of the art research on GPU Computing and Application. The major part of this book is selected from the work presented at the 2013 Symposium on GPU Computing and Applications held in Nanyang Technological University, Singapore (Oct 9, 2013). Three major domains of GPU application are covered in the book including (1) Engineering design and simulation; (2) Biomedical Sciences; and (3) Interactive & Digital Media. The book also addresses the fundamental issues in GPU computing with a focus on big data processing. Researchers and developers in GPU Computing and Applications will benefit from this book. Training professionals and educators can also benefit from this book to learn the possible application of GPU technology in various areas.

3D Immersive and Interactive Learning (Paperback, 2013 ed.): Yiyu Cai 3D Immersive and Interactive Learning (Paperback, 2013 ed.)
Yiyu Cai
R3,127 Discovery Miles 31 270 Ships in 10 - 15 working days

3D technology is not new; research on 3D started back in early 1960s. But unlike in previous times, 3D technology has now rapidly entered our daily life from cinema to office to home. Using 3D for education is a new yet challenging task. This book will present several innovative efforts using 3D for immersive and interactive learning covering a wide spectrum of education including gifted program, normal (technical) stream, and special needs education. The book will also share experience on curriculum-based 3D learning in classroom setting and co-curriculum-based 3D student research projects. The book is organized as follows. Chapter 1 introduces the fundamentals of 3D educational technology and their applications in immersive and interactive learning. Chapter 2 discusses the use of virtual reality in teaching and learning of Molecular Biology. Chapter 3 presents the daVinci Lab @ River Valley High School. Chapter 4 describes the 3D education development process. Chapter 5 studies the adaption 3D system for learning gains in lower secondary normal (technical) stream. Chapter 6 investigates the effects of virtual reality technology on spatial visualization skills. Chapter 7 showcases a sabbatical program for students to use 3D for Science, Technology, Engineering and Mathematics (STEM) learning. Chapter 8 shares the use of 3D virtual pink dolphin to assist special education. The foreword of this book is written by Dr Cheah Horn Mun, Director, Education Technology Division, Ministry of Education, Singapore.

VR, Simulations and Serious Games for Education (Paperback, Softcover reprint of the original 1st ed. 2019): Yiyu Cai, Wouter... VR, Simulations and Serious Games for Education (Paperback, Softcover reprint of the original 1st ed. 2019)
Yiyu Cai, Wouter van Joolingen, Zachary Walker
R3,268 Discovery Miles 32 680 Ships in 10 - 15 working days

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.

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