Author: Hai-Jew, Shalin
Publisher: IGI Global
ISBN: 1616928271
Category : Education
Languages : en
Pages : 412
Book Description
Virtual Immersive and 3D Learning Spaces: Emerging Technologies helps push the conceptual and applied boundaries of virtual immersive learning. Virtual immersive spaces bring with them plenty of promise, of sensory information-rich learning experiences that will enable a much wider range of experiential learning and training—delivered to computer desktops, augmented reality spaces, digital installations, and mobile projective devices. This work explains how these spaces may be exploited for effective learning in terms of the technologies, pedagogical strategies, and directions.
Virtual Immersive and 3D Learning Spaces: Emerging Technologies and Trends
Author: Hai-Jew, Shalin
Publisher: IGI Global
ISBN: 1616928271
Category : Education
Languages : en
Pages : 412
Book Description
Virtual Immersive and 3D Learning Spaces: Emerging Technologies helps push the conceptual and applied boundaries of virtual immersive learning. Virtual immersive spaces bring with them plenty of promise, of sensory information-rich learning experiences that will enable a much wider range of experiential learning and training—delivered to computer desktops, augmented reality spaces, digital installations, and mobile projective devices. This work explains how these spaces may be exploited for effective learning in terms of the technologies, pedagogical strategies, and directions.
Publisher: IGI Global
ISBN: 1616928271
Category : Education
Languages : en
Pages : 412
Book Description
Virtual Immersive and 3D Learning Spaces: Emerging Technologies helps push the conceptual and applied boundaries of virtual immersive learning. Virtual immersive spaces bring with them plenty of promise, of sensory information-rich learning experiences that will enable a much wider range of experiential learning and training—delivered to computer desktops, augmented reality spaces, digital installations, and mobile projective devices. This work explains how these spaces may be exploited for effective learning in terms of the technologies, pedagogical strategies, and directions.
Du musée conservateur au musée virtuel
Author: BAUJARD Corinne
Publisher: Lavoisier
ISBN: 2746295024
Category :
Languages : en
Pages : 290
Book Description
Les Musées de France ont pris une place de plus en plus importante au sein des pratiques culturelles et touristiques. De nouveaux modes d’accès à la culture – désormais mondialisée – encouragent une gouvernance patrimoniale qui tente de conjuguer convergence numérique et transformation des usages dans l’espace muséal. Le défi est désormais de concilier tradition et modernité, art et divertissement, délectation et consommation. Le musée physique (in situ) qui expose les œuvres se prolonge par des dispositifs numériques au sein même de ses murs (cartels, audioguides, interactivités, sons, vidéos…) et la multiplication de sites Internet en ligne, publics ou privés. Le « musée virtuel » en vient à rejoindre le « musée conservateur ». La numérisation du patrimoine modifie-t-elle l’institution ? Le musée conservateur des siècles passés privilégie aujourd’hui la fréquentation du public et la diversification des modes de financement pour accroître ses moyens. Le musée virtuel en devient une extension, mais aussi parfois un concurrent. Dès lors que la mission de service public est confrontée au marché, la relation de l’institution à son patrimoine s’en trouve affectée. Autrement dit, la capacité à transmettre un héritage culturel aux futures générations s’inscrit désormais au cœur des débats sur l’avenir des musées.
Publisher: Lavoisier
ISBN: 2746295024
Category :
Languages : en
Pages : 290
Book Description
Les Musées de France ont pris une place de plus en plus importante au sein des pratiques culturelles et touristiques. De nouveaux modes d’accès à la culture – désormais mondialisée – encouragent une gouvernance patrimoniale qui tente de conjuguer convergence numérique et transformation des usages dans l’espace muséal. Le défi est désormais de concilier tradition et modernité, art et divertissement, délectation et consommation. Le musée physique (in situ) qui expose les œuvres se prolonge par des dispositifs numériques au sein même de ses murs (cartels, audioguides, interactivités, sons, vidéos…) et la multiplication de sites Internet en ligne, publics ou privés. Le « musée virtuel » en vient à rejoindre le « musée conservateur ». La numérisation du patrimoine modifie-t-elle l’institution ? Le musée conservateur des siècles passés privilégie aujourd’hui la fréquentation du public et la diversification des modes de financement pour accroître ses moyens. Le musée virtuel en devient une extension, mais aussi parfois un concurrent. Dès lors que la mission de service public est confrontée au marché, la relation de l’institution à son patrimoine s’en trouve affectée. Autrement dit, la capacité à transmettre un héritage culturel aux futures générations s’inscrit désormais au cœur des débats sur l’avenir des musées.
Immersive Education
Author: Paula MacDowell
Publisher: Springer Nature
ISBN: 3031181387
Category : Education
Languages : en
Pages : 287
Book Description
This book focuses on designing and being a designer of immersive education. It introduces readers to the human experiences within immersive learning environments and contributes research evidence on the effectiveness of immersive technologies in K-12 and post-secondary contexts. Through the chapters, illustrative contextual examples and vignettes demonstrate immersive learning in real-world educational practice. Readers will be equipped to design engaging and culturally relevant immersive experiences for learning in a post-COVID world. Immersive Education: Designing for Learning brings researchers, designers, and educators together to offer pedagogical strategies and design guidelines. The originality lies in integrating theoretical and practical knowledge to design meaningful immersive experiences, with attention to sustainability, community, and creativity. Valuable insights are provided to support students and teachers as immersive learning designers and storytellers.
Publisher: Springer Nature
ISBN: 3031181387
Category : Education
Languages : en
Pages : 287
Book Description
This book focuses on designing and being a designer of immersive education. It introduces readers to the human experiences within immersive learning environments and contributes research evidence on the effectiveness of immersive technologies in K-12 and post-secondary contexts. Through the chapters, illustrative contextual examples and vignettes demonstrate immersive learning in real-world educational practice. Readers will be equipped to design engaging and culturally relevant immersive experiences for learning in a post-COVID world. Immersive Education: Designing for Learning brings researchers, designers, and educators together to offer pedagogical strategies and design guidelines. The originality lies in integrating theoretical and practical knowledge to design meaningful immersive experiences, with attention to sustainability, community, and creativity. Valuable insights are provided to support students and teachers as immersive learning designers and storytellers.
Shifts in Knowledge Sharing and Creativity for Business Tourism
Author: Bari, Muhammad Waseem
Publisher: IGI Global
ISBN:
Category : Business & Economics
Languages : en
Pages : 355
Book Description
In the contemporary landscape, the significance of business tourism has surged, drawing substantial attention from researchers in the realms of social and management sciences. Defined as an individual's travel outside their local town for business opportunities, transactions, enjoyment, and learning, business tourism has undergone notable shifts, especially in the wake of the COVID-19 pandemic. The book titled Shifts in Knowledge Sharing and Creativity for Business Tourism emerges as a solution to unravel the positive and negative impacts of the pandemic on business traveling, specifically addressing changes in the frequency of business tourism and its effects on employee learning and knowledge transfer skills. This book meticulously covers a spectrum of aspects related to the evolving landscape of business tourism post-COVID-19. Its objective is multifaceted: first, to underscore the importance of business tourism in the domains of social sciences and management sciences literature; second, to deepen the understanding of how business tourism facilitates learning across diverse theories and concepts through interactions with different cultures; third, to explore the transferability of knowledge learned in various places to domestic implementations; fourth, to enhance individual and organizational innovation and creativity skills catalyzed by business tourism; and fifth, to delve into the dynamics of tacit and explicit knowledge transfer in the post-pandemic business environment.
Publisher: IGI Global
ISBN:
Category : Business & Economics
Languages : en
Pages : 355
Book Description
In the contemporary landscape, the significance of business tourism has surged, drawing substantial attention from researchers in the realms of social and management sciences. Defined as an individual's travel outside their local town for business opportunities, transactions, enjoyment, and learning, business tourism has undergone notable shifts, especially in the wake of the COVID-19 pandemic. The book titled Shifts in Knowledge Sharing and Creativity for Business Tourism emerges as a solution to unravel the positive and negative impacts of the pandemic on business traveling, specifically addressing changes in the frequency of business tourism and its effects on employee learning and knowledge transfer skills. This book meticulously covers a spectrum of aspects related to the evolving landscape of business tourism post-COVID-19. Its objective is multifaceted: first, to underscore the importance of business tourism in the domains of social sciences and management sciences literature; second, to deepen the understanding of how business tourism facilitates learning across diverse theories and concepts through interactions with different cultures; third, to explore the transferability of knowledge learned in various places to domestic implementations; fourth, to enhance individual and organizational innovation and creativity skills catalyzed by business tourism; and fifth, to delve into the dynamics of tacit and explicit knowledge transfer in the post-pandemic business environment.
The 360° Gaze
Author: Christian Stiegler
Publisher: MIT Press
ISBN: 0262045664
Category : Social Science
Languages : en
Pages : 315
Book Description
A comprehensive study of the pervasive role of immersion and immersive media in postmodern culture, from a humanities and social sciences perspective. Virtual reality, augmented reality, mixed reality, and other modes of digitally induced immersion herald a major cultural and economic shift in society. Most academic discussions of immersion and immersive media have focused on the technological aspects. In The 360° Gaze, Christian Stiegler takes a humanities and social science approach, emphasizing the human implications of immersive media in postmodern culture. Examining characteristics common to all immersive experiences, he uncovers dominant metaphors, such as the rabbit hole, and prevailing ideologies. He raises fundamental questions about opportunities and risks associated with immersion, as well as the potential effects on individuals, communities, and societies.
Publisher: MIT Press
ISBN: 0262045664
Category : Social Science
Languages : en
Pages : 315
Book Description
A comprehensive study of the pervasive role of immersion and immersive media in postmodern culture, from a humanities and social sciences perspective. Virtual reality, augmented reality, mixed reality, and other modes of digitally induced immersion herald a major cultural and economic shift in society. Most academic discussions of immersion and immersive media have focused on the technological aspects. In The 360° Gaze, Christian Stiegler takes a humanities and social science approach, emphasizing the human implications of immersive media in postmodern culture. Examining characteristics common to all immersive experiences, he uncovers dominant metaphors, such as the rabbit hole, and prevailing ideologies. He raises fundamental questions about opportunities and risks associated with immersion, as well as the potential effects on individuals, communities, and societies.
Immersive Education
Author: Martin Ebner
Publisher: Springer
ISBN: 3319220179
Category : Computers
Languages : en
Pages : 146
Book Description
This book constitutes the refereed proceedings of the 4th European Immersive Education Summit, EiED 2014, held in Vienna, Austria, in November 2014. The 11 revised full papers presented were carefully reviewed and selected from 30 submissions. The papers are organized in topical sections on innovation and technological advancements in e-learning; immersive and emerging technologies for cultural and digital heritage.
Publisher: Springer
ISBN: 3319220179
Category : Computers
Languages : en
Pages : 146
Book Description
This book constitutes the refereed proceedings of the 4th European Immersive Education Summit, EiED 2014, held in Vienna, Austria, in November 2014. The 11 revised full papers presented were carefully reviewed and selected from 30 submissions. The papers are organized in topical sections on innovation and technological advancements in e-learning; immersive and emerging technologies for cultural and digital heritage.
Les avatars jouables des mondes numériques : Théories, terrains et témoignages de pratiques interactives
Author: AMATO Etienne Armand
Publisher: Lavoisier
ISBN: 2746282917
Category : Avatars (Virtual reality)
Languages : en
Pages : 346
Book Description
Ces créatures d’images polymorphes que sont les avatars jouables nous font exister dans les mondes numériques des jeux vidéo, et même dans certains sites Web communautaires ou ludiques. Parce qu’elles nous y métamorphosent, elles apparaissent emblématiques des pratiques interactives les plus sophistiquées et troublantes. Toutefois, leurs propriétés et effets, espérés ou redoutés, restent encore à éclairer, ainsi que toutes ces interactions à distance réalisées par avatars interposés, au cœur des simulations audiovisuelles informatiques contemporaines. Ancré en sciences de l’information et de la communication, ce premier ouvrage collectif francophone sur le thème conceptualise l’avatar. Aussi, il bénéficie des apports conjugués de différentes disciplines (philosophie des techniques, psychologie, psychanalyse, sémiologie, ethnologie, sociologie, sciences de la gestion, arts). Par cette pluralité et grâce à de constants allers-retours entre théories et terrains, descriptions et analyses, hypothèses et témoignages, peuvent être articulées toutes les dimensions en jeu : technologiques, physiologiques, interpersonnelles, identitaires, intimes et/ou culturelles.
Publisher: Lavoisier
ISBN: 2746282917
Category : Avatars (Virtual reality)
Languages : en
Pages : 346
Book Description
Ces créatures d’images polymorphes que sont les avatars jouables nous font exister dans les mondes numériques des jeux vidéo, et même dans certains sites Web communautaires ou ludiques. Parce qu’elles nous y métamorphosent, elles apparaissent emblématiques des pratiques interactives les plus sophistiquées et troublantes. Toutefois, leurs propriétés et effets, espérés ou redoutés, restent encore à éclairer, ainsi que toutes ces interactions à distance réalisées par avatars interposés, au cœur des simulations audiovisuelles informatiques contemporaines. Ancré en sciences de l’information et de la communication, ce premier ouvrage collectif francophone sur le thème conceptualise l’avatar. Aussi, il bénéficie des apports conjugués de différentes disciplines (philosophie des techniques, psychologie, psychanalyse, sémiologie, ethnologie, sociologie, sciences de la gestion, arts). Par cette pluralité et grâce à de constants allers-retours entre théories et terrains, descriptions et analyses, hypothèses et témoignages, peuvent être articulées toutes les dimensions en jeu : technologiques, physiologiques, interpersonnelles, identitaires, intimes et/ou culturelles.
From Additive Manufacturing to 3D/4D Printing 1
Author: Jean-Claude André
Publisher: John Wiley & Sons
ISBN: 1786301199
Category : Technology & Engineering
Languages : en
Pages : 372
Book Description
In 1984, additive manufacturing represented a new methodology for manipulating matter, consisting of harnessing materials and/or energy to create three-dimensional physical objects. Today, additive manufacturing technologies represent a market of around 5 billion euros per year, with an annual growth between 20 and 30%. Different processes, materials and dimensions (from nanometer to decameter) within additive manufacturing techniques have led to 70,000 publications on this topic and to several thousand patents with applications as wide-ranging as domestic uses. Volume 1 of this series of books presents these different technologies with illustrative industrial examples. In addition to the strengths of 3D methods, this book also covers their weaknesses and the developments envisaged in terms of incremental innovations to overcome them.
Publisher: John Wiley & Sons
ISBN: 1786301199
Category : Technology & Engineering
Languages : en
Pages : 372
Book Description
In 1984, additive manufacturing represented a new methodology for manipulating matter, consisting of harnessing materials and/or energy to create three-dimensional physical objects. Today, additive manufacturing technologies represent a market of around 5 billion euros per year, with an annual growth between 20 and 30%. Different processes, materials and dimensions (from nanometer to decameter) within additive manufacturing techniques have led to 70,000 publications on this topic and to several thousand patents with applications as wide-ranging as domestic uses. Volume 1 of this series of books presents these different technologies with illustrative industrial examples. In addition to the strengths of 3D methods, this book also covers their weaknesses and the developments envisaged in terms of incremental innovations to overcome them.
Immersive Video Technologies
Author: Giuseppe Valenzise
Publisher: Academic Press
ISBN: 0323986234
Category : Computers
Languages : en
Pages : 686
Book Description
Get a broad overview of the different modalities of immersive video technologies—from omnidirectional video to light fields and volumetric video—from a multimedia processing perspective. From capture to representation, coding, and display, video technologies have been evolving significantly and in many different directions over the last few decades, with the ultimate goal of providing a truly immersive experience to users. After setting up a common background for these technologies, based on the plenoptic function theoretical concept, Immersive Video Technologies offers a comprehensive overview of the leading technologies enabling visual immersion, including omnidirectional (360 degrees) video, light fields, and volumetric video. Following the critical components of the typical content production and delivery pipeline, the book presents acquisition, representation, coding, rendering, and quality assessment approaches for each immersive video modality. The text also reviews current standardization efforts and explores new research directions. With this book the reader will a) gain a broad understanding of immersive video technologies that use three different modalities: omnidirectional video, light fields, and volumetric video; b) learn about the most recent scientific results in the field, including the recent learning-based methodologies; and c) understand the challenges and perspectives for immersive video technologies. - Describes the whole content processing chain for the main immersive video modalities (omnidirectional video, light fields, and volumetric video) - Offers a common theoretical background for immersive video technologies based on the concept of plenoptic function - Presents some exemplary applications of immersive video technologies
Publisher: Academic Press
ISBN: 0323986234
Category : Computers
Languages : en
Pages : 686
Book Description
Get a broad overview of the different modalities of immersive video technologies—from omnidirectional video to light fields and volumetric video—from a multimedia processing perspective. From capture to representation, coding, and display, video technologies have been evolving significantly and in many different directions over the last few decades, with the ultimate goal of providing a truly immersive experience to users. After setting up a common background for these technologies, based on the plenoptic function theoretical concept, Immersive Video Technologies offers a comprehensive overview of the leading technologies enabling visual immersion, including omnidirectional (360 degrees) video, light fields, and volumetric video. Following the critical components of the typical content production and delivery pipeline, the book presents acquisition, representation, coding, rendering, and quality assessment approaches for each immersive video modality. The text also reviews current standardization efforts and explores new research directions. With this book the reader will a) gain a broad understanding of immersive video technologies that use three different modalities: omnidirectional video, light fields, and volumetric video; b) learn about the most recent scientific results in the field, including the recent learning-based methodologies; and c) understand the challenges and perspectives for immersive video technologies. - Describes the whole content processing chain for the main immersive video modalities (omnidirectional video, light fields, and volumetric video) - Offers a common theoretical background for immersive video technologies based on the concept of plenoptic function - Presents some exemplary applications of immersive video technologies
Increasing Student Engagement and Retention Using Immersive Interfaces
Author: Charles Wankel
Publisher: Emerald Group Publishing
ISBN: 1781902402
Category : Education
Languages : en
Pages : 397
Book Description
Uses case studies, surveys, and literature reviews to critically examine how gaming, simulation, and virtualization are being used to improve teamwork and leadership skills in students, and create engaging communities of practice. This volume discusses a framework for deploying and assessing these technologies.
Publisher: Emerald Group Publishing
ISBN: 1781902402
Category : Education
Languages : en
Pages : 397
Book Description
Uses case studies, surveys, and literature reviews to critically examine how gaming, simulation, and virtualization are being used to improve teamwork and leadership skills in students, and create engaging communities of practice. This volume discusses a framework for deploying and assessing these technologies.