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Produktbild: Mixed Reality for Education

Mixed Reality for Education

Fr. 201.00

inkl. gesetzl. MwSt., Versandkostenfrei


Beschreibung

Produktdetails

Einband

Gebundene Ausgabe

Erscheinungsdatum

17.09.2023

Herausgeber

Yiyu Cai + weitere

Verlag

Springer Singapore

Seitenzahl

400

Maße (L/B/H)

24.1/16/2.6 cm

Auflage

1st ed. 2023

Sprache

Englisch

ISBN

978-981-9949-57-1

Beschreibung

Portrait

Yiyu Cai is Associate Professor at Nanyang Technological University (NTU), Singapore. He received multi-disciplinary trainings in Mathematics, Computer Graphics and Mechanical Engineering. In NTU, he teaches Computational Thinking, Virtual & Augmented Reality, Metaverse in Engineering, Computer-Aided Engineering, etc. Dr Cai has over 20 years’ interdisciplinary research experience developing Virtual & Augmented Reality, Robotics, Simulation and Serious Games Technologies and their applications in education, health care, building and construction. His research has been supported by National Research Foundation, Temasek Trust Funded Millennium Foundation and other public and private sectors in Singapore. He has published over 200 papers in peer-reviewed international journals and conferences and also has edited 8 books or 5 journal special issues. He has served the roles as Associate Editors or Editorial Boards with several leading journals. He has co-invented 6 patents granted. Part ofhis research innovations was exhibited in Museums or Science Centres locally or internationally. He has co-organised about 20 international conferences and given 60 keynotes or invited talks at various international conferences. He is General Chair of the 21st IEEE Symposium on Mixed and Augmented Reality (Oct 2022, Singapore) and General Co-chair of the 25th Conference on Medical Image Computing and Computer-Assisted Intervention (Sept 2022, Singapore). He was Co-president of the International Simulation and Gaming Association in 2008. He is currently Deputy Director of NTU’s Centre of Augmented and Virtual Reality.

Eleni Mangina is Professor at the School of Computer Science, University College Dublin in Ireland. Eleni Mangina is guided by her own definition of the art of persistence that involves both courage and compassion with research integrity and authenticity. Her laboratory operates at the intersection between applied Artificial Intelligence (VR/AR; Data Analytics; UAVs; Information Systems) and a portfolio development within interdisciplinary applications (i.e. Energy Sector and Educational Systems with XR). Eleni Mangina is Project Coordinator of two (2) H2020 projects (ARETE & AHA), one (1) Erasmus+ (FANTASIA) and partner within other EU projects (iSEED, BASE, RoboPisces, XRforPED). She has authored more than 200 peer-reviewed articles in national and international peer-reviewed workshops and conferences and international journals, including in IEEE and ACM. Eleni Mangina also contributes actively to IEEE Standards and is chairing the IEEE publications of the Global Initiative on XR Ethics for Education. She is currently Vice Principal of (International) College of Science and Chair of Athena SWAN Bronze Award for the School of Computer Science.

Goei Sui Lin is Professor at the Windesheim University of Applied Sciences (Zwolle, The Netherlands) and Senior Researcher at the VU University Amsterdam (The Netherlands). She delivered multi-disciplinary trainings in Pedagogics, Educational and Instructional Psychology, Teacher Training, Child Psychology and Special Needs in the Netherlands and abroad. At Windesheim University, she heads a team of researchers and teacher trainers specialising in professionalising teachers in designing learning environments for students with (special) educational and pedagogical needs. In designing these learning environments, IT plays a special role as assistive technology. Dr Goei is well-known Dutch Specialist in the field of teacher training and special educational needs. She received multiple (inter)national grants for practice-based research how to validate research results via collaborative design research both by researchers and by practitioners. She has lived in Singapore for three years and has worked as a visiting professor at the National Institute of Education in Singapore, Texas A&M in the US, Universitas Pendidikan Indonesia in Bandung, and recently at Jilin University, Changchun, China.  She is a member of the executive CIE of the World Association of Lesson Studies and Co-Editor-in-Chief of the Journal of Lesson and Learning Studies. Recently she was appointed one of the anchors of the National Dutch Agenda for Youth and Education.

Produktdetails

Einband

Gebundene Ausgabe

Erscheinungsdatum

17.09.2023

Herausgeber

Verlag

Springer Singapore

Seitenzahl

400

Maße (L/B/H)

24.1/16/2.6 cm

Auflage

1st ed. 2023

Sprache

Englisch

ISBN

978-981-9949-57-1

Herstelleradresse

Springer-Verlag KG
Sachsenplatz 4-6
1201 Wien
AT

Email: ProductSafety@springernature.com

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  • Produktbild: Mixed Reality for Education
  • Introduction.- aMazing Walk-through Mathematics.- Architectural Models created with Mixed Reality Technologies towards a new STEAM practice.- Applying prior meta-modeling knowledge to a VR model of a biological process.- A systematic review of pedagogy related to mixed reality in K-12 education.- Immersive Virtual Reality Classroom to transfer Learning Experience in the Secondary Science Curriculum.- Exploring the Mozilla® Hubs® platform for virtual final year project exhibition.- VRLE-based Teaching for Medical Students: VR-Baby.- Immersive and Interactive VR for Lifting Training of Tower Cranes.- Mixed Reality Applications in Tertiary Veterinary Education: A Systematic Review.- Exploring Gestural Agency in Collaborative and Embodied Rates of Change Simulations.- Case study of AR digital literacy intervention for students diagnosed with ADHD.- Development of AR Interactive Components for Positive Behavior Interventions and Support.- Framework for learning patterns and social presence in VR for learning.- Security, Ethics and Privacy Issues in Remote Extended Reality for Education.- An Immersive Learning Environment to Improve User Experience in Science Museums.