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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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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