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Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.
Medical and technological organizations have recently developed therapy and assistance solutions that venture beyond what is considered conventional for individuals with various mental health conditions and behavioral disorders such as autism, Down syndrome, Alzheimer’s disease, anxiety disorders, phobias, and learning difficulties. Through the use of virtual and augmented reality, researchers are working to provide alternative therapy methods to treat these conditions, while studying the long-term effects the treatment has on patients. Virtual and Augmented Reality in Mental Health Treatment provides innovative insights into the use and durability of virtual reality as a treatment for various behavioral and emotional disorders and health problems. The content within this publication represents the work of e-learning, digital psychology, and quality of care. It is designed for psychologists, psychiatrists, professionals, medical staff, educators, and researchers, and covers topics centered on medical and therapeutic applications of artificial intelligence and simulated environment.
This two-volume book presents the outcomes of the 8th International Conference on Soft Computing for Problem Solving, SocProS 2018. This conference was a joint technical collaboration between the Soft Computing Research Society, Liverpool Hope University (UK), and Vellore Institute of Technology (India), and brought together researchers, engineers and practitioners to discuss thought-provoking developments and challenges in order to select potential future directions. The book highlights the latest advances and innovations in the interdisciplinary areas of soft computing, including original research papers on algorithms (artificial immune systems, artificial neural networks, genetic algorithms, genetic programming, and particle swarm optimization) and applications (control systems, data mining and clustering, finance, weather forecasting, game theory, business and forecasting applications). It offers a valuable resource for both young and experienced researchers dealing with complex and intricate real-world problems that are difficult to solve using traditional methods.
Virtual and augmented reality is the next frontier of technological innovation. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications is a comprehensive reference source for the latest scholarly material on the trends, techniques, and uses of virtual and augmented reality in various fields, and examines the benefits and challenges of these developments. Highlighting a range of pertinent topics, such as human-computer interaction, digital self-identity, and virtual reconstruction, this multi-volume book is ideally designed for researchers, academics, professionals, theorists, students, and practitioners interested in emerging technology applications across the digital plane.
We live in a wireless society, one where convenience and accessibility determine the efficacy of the latest electronic gadgets and mobile devices. Making the most of these technologies—and ensuring their security against potential attackers—requires increased diligence in mobile technology research and development. Mobile Computing and Wireless Networks: Concepts, Methodologies, Tools, and Applications brings together a comprehensive range of voices and research in the area of mobile and wireless technologies, exploring the successes and failures, advantages and drawbacks, and benefits and limitations of the technology. With applications in a plethora of different research and topic areas, this multi-volume reference work benefits researchers, service providers, end-users, and information technology professionals. This four-volume reference work includes a diverse array of chapters and authors covering topics such as m-commerce, network ethics, mobile agent systems, mobile learning, communications infrastructure, and applications in fields such as business, healthcare, government, tourism, and more.
Recently, there has been an increased understanding that learning occurs outside of the traditional classroom setting, particularly for adult lifelong learners. This perspective has enhanced an attentive design in the underlying technological architecture that is required for the integration of formal and informal learning environments. Synergic Integration of Formal and Informal E-Learning Environments for Adult Lifelong Learners presents a collection of issues and research from adult education professionals who define, develop, implement, and evaluate the integration of formal and informal eLearning environments for adult lifelong learners. Academics, teachers, administrators, and learning technologists will benefit from this publications unique approach to discussing and analyzing the challenges of introducing and implementing learning technologies for adult lifelong learners.
While uses and studies of XR technology within STEM-based education have been plentiful in recent years, there has been lesser or even, at times, a lack of coverage for this novel learning tool in the arts and humanities.Past and Future Presence aims to bridge some of that gap by presenting research-based theory and case studies of successful application and implementation of XR technology into postsecondary educational settings, ranging in topics from ancient to modern languages, classical and contemporary art, and reenvisioned historical scenes and events presented in ways never seen before. The studies also contemplate how this novel medium can enhance and supplement learning in classroom...
Novel trends and innovations have enhanced contemporary educational environments. When applied properly, these computing advances can create enriched learning opportunities for students. Mobile Technologies and Augmented Reality in Open Education is a pivotal reference source for the latest academic research on the integration of interactive technology and mobile applications in online and distance learning environments. Highlighting scholarly perspectives across numerous topics such as wearable technology, instructional design, and flipped learning, this book is ideal for educators, professionals, practitioners, academics, and graduate students interested in the role of augmented reality in modern educational contexts.
Organizational Learning and Knowledge: Concepts, Methodologies, Tools and Applications demonstrates exhaustively the many applications, issues, and techniques applied to the science of recording, categorizing, using and learning from the experiences and expertise acquired by the modern organization. A much needed collection, this multi-volume reference presents the theoretical foundations, research results, practical case studies, and future trends to both inform the decisions facing today's organizations and the establish fruitful organizational practices for the future. Practitioners, researchers, and academics involved in leading organizations of all types will find useful, grounded resources for navigating the ever-changing organizational landscape.
Developing and Utilizing E-Learning Applications provides a complete investigation of new methods, technologies, and practices critical to modern educational environments. Exploring topics such as virtual worlds, learning methods, and ICTs as well as interoperability in e-learning environments, this reference provides essential knowledge for educators, practitioners, and students alike.