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Technologies play key roles in transforming classrooms into flexible and open learning spaces that tap into vast educational databases, personalize learning, unlock access to virtual and online communities, and eliminate the boundaries between formal and non-formal education. Online –virtual and remote– laboratories reflect the current IT trend in STEM school sector. The book addresses this topic by introducing several remote experiments practices for engaging and inspiring K12 students.
This book discusses online engineering and virtual instrumentation, typical working areas for today’s engineers and inseparably connected with areas such as Internet of Things, cyber-physical systems, collaborative networks and grids, cyber cloud technologies, and service architectures, to name just a few. It presents the outcomes of the 14th International Conference on Remote Engineering and Virtual Instrumentation (REV2017), held at Columbia University in New York from 15 to 17 March 2017. The conference addressed fundamentals, applications and experiences in the field of online engineering and virtual instrumentation in the light of growing interest in and need for teleworking, remote services and collaborative working environments as a result of the globalization of education. The book also discusses guidelines for education in university-level courses for these topics.
RICERCA Jet momentum dependence of jet quenching in PbPb collisions at SNN = 2.76 TeV The CMS Collaboration Modeling the metaverse: a theoretical model of effective team collaboration in 3D virtual environments Sarah van der Land, Alexander P. Schouten, Bart van den Hooff, Frans Feldberg The capture of moving object in video image Weina Fu, Zhiwen Xu, Shuai Liu, Xin Wang, Hongchang Ke Visual metaphors in virtual worlds. The example of NANEC 2010/11 Dolors Capdet Von Neuromancer zu Second Life. Raumsimulationen im Cyberspace Steffen Krämer APPLICAZIONI APPLICAZIONI Sensor models and localization algorithms for sensor networks based on received signal strength Fredrik Gustafsson, Fredrik Gunnarsson, David Lindgren Interactive lab to learn radio astronomy, microwave & antenna engineering at the Technical University of Cartagena José Luis Gómez-Tornero, David Cañete-Rebenaque, Fernando Daniel Quesada-Pereira, Alejandro Álvarez-Melcón
How would the humanities change if we grappled with the ways in which digital and virtual places are designed, experienced, and critiqued? In Rethinking Virtual Places, Erik Malcolm Champion draws from the fields of computational sciences and other place-related disciplines to argue for a more central role for virtual space in the humanities. For instance, recent developments in neuroscience could improve our understanding of how people experience, store, and recollect place-related encounters. Similarly, game mechanics using virtual place design might make digital environments more engaging and learning content more powerful and salient. In addition, Champion provides a brief introduction to new and emerging software and devices and explains how they help, hinder, or replace our traditional means of designing and exploring places. Perfect for humanities scholars fascinated by the potential of virtual space, Rethinking Virtual Places challenges both traditional and recent evaluation methods to address the complicated problem of understanding how people evaluate and engage with the notion of place.
This book constitutes the refereed post-conference proceedings of the 44th International Simulation and Gaming Association Conference, ISAGA 2013, and the IFIP WG 5.7 Workshop on Experimental Interactive Learning in Industrial Management, held in Stockholm, Sweden, in June 2013 The 30 revised full papers were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on frontiers in gaming simulation for education; frontiers in gaming simulation for design and experimentation; frontiers in gaming simulation for transportation and logistics; and professionalism and business in gaming simulation.
This book constitutes selected, revised and extended papers from the 12th International Conference on Computer Supported Education, CSEDU 2020, held as a virtual event in May 2020. The 25 revised full papers were carefully reviewed and selected from 190 submissions. The presented papers contribute to the understanding of relevant trends of current research on Computer Supported Education, including learning analytics, intelligent tutoring systems, virtual and augmented reality, MOOCs, and automated assessment systems.
Book describes online experimentation, using fundamentally emergent technologies to build the resources and considering the context of IoT.Online Experimentation: Emerging Technologies and IoT is suitable for all who is involved in the development design and building of the domain of remote experiments.
Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. How to design effective learning opportunities? Why is learning by experience often more efficient than learning by studying? How to provide the learning experiences needed to respond to current challenges? Using computer games and games in general for learning purposes offers a variety of knowledge presentations and creates opportunities to apply the knowledge within a virtual world, thus supporting and facilitating the learning process.
This volume investigates a number of issues needed to develop a modular, effective, versatile, cost effective, pedagogically-embedded, user-friendly, and sustainable online laboratory system that can deliver its true potential in the national and global arenas. This allows individual researchers to develop their own modular systems with a level of creativity and innovation while at the same time ensuring continuing growth by separating the responsibility for creating online laboratories from the responsibility for overseeing the students who use them. The volume first introduces the reader to several system architectures that have proven successful in many online laboratory settings. The fol...