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Learning by Playing. Game-based Education System Design and Development
  • Language: en
  • Pages: 596

Learning by Playing. Game-based Education System Design and Development

With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of “Edutainment” has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and tec...

Augmented Intelligence and Intelligent Tutoring Systems
  • Language: en
  • Pages: 714

Augmented Intelligence and Intelligent Tutoring Systems

This book constitutes the refereed proceedings of the 19th International Conference on Augmented Intelligence and Intelligent Tutoring Systems, ITS 2023, held in Corfu, Greece, during June 2-5, 2023. The 41 full papers and 19 short papers presented in this book were carefully reviewed and selected from 84 submissions. The papers are divided into the following topical sections: augmented intelligence in tutoring systems; augmented intelligence in healthcare informatics; augmented intelligence in games, serious games and virtual reality; neural networks and data mining; augmented intelligence and metaverse; security, privacy and ethics in augmented intelligence; and applied natural language processing.

Generative Intelligence and Intelligent Tutoring Systems
  • Language: en
  • Pages: 330

Generative Intelligence and Intelligent Tutoring Systems

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Foundations and Trends in Smart Learning
  • Language: en
  • Pages: 208

Foundations and Trends in Smart Learning

  • Type: Book
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  • Published: 2019-03-14
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  • Publisher: Springer

This book focuses on the interplay between pedagogy and technology, and their fusion for the advancement of smart learning environments. It discusses various components of this interplay, including learning and assessment paradigms, social factors and policies, emerging technologies, innovative application of mature technologies, transformation of curriculum and teaching behavior, transformation of administration, best infusion practices, and piloting of new ideas. The book provides an archival forum for researchers, academics, practitioners and industry professionals interested and/or engaged in reforming teaching and learning methods by promoting smart learning environments. It also facilitates discussions and constructive dialogue among various stakeholders on the limitations of existing learning environments, the need for reform, innovative uses of emerging pedagogical approaches and technologies, and sharing and promoting best practices, leading to the evolution, design and implementation of smart learning environments.

Advances in Neural Networks - ISNN 2006
  • Language: en
  • Pages: 1470

Advances in Neural Networks - ISNN 2006

  • Type: Book
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  • Published: 2006-05-10
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  • Publisher: Springer

This is Volume II of a three volume set constituting the refereed proceedings of the Third International Symposium on Neural Networks, ISNN 2006. 616 revised papers are organized in topical sections on neurobiological analysis, theoretical analysis, neurodynamic optimization, learning algorithms, model design, kernel methods, data preprocessing, pattern classification, computer vision, image and signal processing, system modeling, robotic systems, transportation systems, communication networks, information security, fault detection, financial analysis, bioinformatics, biomedical and industrial applications, and more.

Cognitive Cities
  • Language: en
  • Pages: 737

Cognitive Cities

This book constitutes refereed proceeding of the Second International Cognitive Cities Conference, IC3 2019, held in Kyoto, Japan, in September 2019. The 37 full papers and 46 short papers were thoroughly reviewed and selected from 206 submissions. The papers are organized according to the topical sections on cognitive city for special needs; cognitive city theory, modeling and simulation; XR and educational innovations for cognitive city; educational technology and strategy in cognitive city; safety, security and privacy in cognitive city; artificial intelligence theory and technology related to cognitive city; Internet of Things for cognitive city; business application and management for cognitive city; big data for cognitive city; engineering technology and applied science for cognitive city; maker, CT and STEAM education for cognitive city.

Transactions on Edutainment VIII
  • Language: en
  • Pages: 286

Transactions on Edutainment VIII

  • Type: Book
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  • Published: 2012-06-05
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  • Publisher: Springer

This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This issue contains 10 outstanding contributions from the International Conference on E-Learning and Games, Edutainment 2011, as well as 14 regular papers which were partly selected from national conferences. The topics covered are game engine, using games to teach, identifying player emotion states, assessing the effects of educational games to multi-touch interaction, natural user interface, and virtual reality. Generally, the papers present a large number of examples of edutainment applications, giving more evidence on the high potential and impact of edutainment approaches.

ICT in Education in Global Context
  • Language: en
  • Pages: 303

ICT in Education in Global Context

  • Type: Book
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  • Published: 2016-02-19
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  • Publisher: Springer

Intended to promote the innovative use of technology in education and promote educational advances all over the world, this volume brings together 16 best-practice cases on technology-enhanced educational innovations. Experts from Turkey, Tunisia, Cyprus, Italy, Malaysia, China, India and Finland have contributed to these cases, highlighting the current state-of-the-art in the use of technology in education in their respective counties. Topics include best practices for designing smart classrooms, effective use of tablets and interactive whiteboards, virtual learning environments, digital learning spaces, game-based learning, synchronous cyber classrooms, micro-courses, among others. The book offers an essential resource on emerging technologies and the educational approaches currently being pursued in different countries to foster effective learning.

Application of the Metaverse in Education
  • Language: en
  • Pages: 171

Application of the Metaverse in Education

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Digital Human Modeling. Applications in Health, Safety, Ergonomics, and Risk Management: Ergonomics and Design
  • Language: en
  • Pages: 505

Digital Human Modeling. Applications in Health, Safety, Ergonomics, and Risk Management: Ergonomics and Design

  • Type: Book
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  • Published: 2017-06-28
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  • Publisher: Springer

The two-volume set LNCS 10286 + 10287 constitutes the refereed proceedings of the 8th International Conference on Digital Human Modeling and Applications in Health, Safety, Ergonomics, and Risk Management, DHM 2017, held as part of HCI International 2017 in Vancouver, BC, Canada. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 75 papers presented in these volumes were organized in topical sections as follows: Part I: anthropometry, ergonomics, design and comfort; human body and motion modelling; smart human-centered service system design; and human-robot interaction. Part II: clinical and health information systems; health and aging; health data analytics and visualization; and design for safety.