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This book constitutes the refereed proceedings of the 4th International Conference on Innovative Technologies and Learning, ICITL 2021, held in November/December 2021. Due to COVID-19 pandemic the conference was held virtually. The 59 full papers presented together with 2 short papers were carefully reviewed and selected from 110 submissions. The papers are organized in the following topical sections: Artificial Intelligence in Education; Augmented, Virtual and Mixed Reality in Education; Computational Thinking in Education; Design Framework and Model for Innovative learning; Education Practice Issues and Trends; Educational Gamification and Game-based Learning; Innovative Technologies and Pedagogies Enhanced Learning; Multimedia Technology Enhanced Learning; Online Course and Web-Based Environment; and Science, Technology, Engineering, Arts and Design, and Mathematics.
This book constitutes the thoroughly refereed post-workshop proceedings of the First International Symposium, SETE 2016, held in conjunction with ICWL 2016, Rome, Italy, in October 2016. The 81 revised papers, 59 full and 22 short ones, were carefully reviewed and selected from 139 submission. They cover latest findings in various areas, such as emerging technologies for open access to education and learning; emerging technologies supported personalized and adaptive learning; emerging technologies support for intelligent tutoring; emerging technologies support for game-based and joyful learning; emerging technologies of pedagogical issues; emerging technologies for affective learning and emerging technologies for tangible learning.
This book is the refereed proceedings of the Third International Conference on Ubiquitous Intelligence and Computing, UIC 2006, held in Wuhan, China. The book presents 117 revised full papers together with a keynote paper were carefully reviewed and selected from 382 submissions. The papers are organized in topical sections on smart objects and embedded systems; smart spaces, environments, and platforms; ad-hoc and intelligent networks; sensor networks, and more.
This book demonstrates teachers’ and learners’ experiences with big data in education; education and cloud computing; and new technologies for teacher support. It also discusses the advantages of using these frontier technologies in teaching and learning and predicts the future challenges. As such, it enables readers to better understand how technologies can improve learning and teaching experiences. It is intended for graduates and scholars in educational technology disciplines and anyone interested in the applications of frontier technologies in education.
Here are the refereed proceedings of the EUC 2006 workshops, held in conjunction with the IFIP International Conference on Embedded and Ubiquitous Computing in Seoul, Korea, August 2006. The book presents 102 revised papers spanning six workshops: network-centric ubiquitous systems (NCUS 2006), security in ubiquitous computing systems (SecUbiq 2006), RFID and ubiquitous sensor networks (USN 2006), trustworthiness, reliability and services in ubiquitous and sensor networks (TRUST 2006), embedded software optimization (ESO 2006), and multimedia solution and assurance in ubiquitous information systems (MSA 2006).
This book constitutes the proceedings of the 5th International Conference, CPC 2010 , held in Hualien, Taiwan in May 2010. The 67 full papers are carefully selected from 184 submissions and focus on topics such as cloud and Grid computing, peer-to-peer and pervasive computing, sensor and moile networks, service-oriented computing, resource management and scheduling, Grid and pervasive applications, semantic Grid and ontologies, mobile commerce and services.
This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.
This book constitutes the refereed proceedings of the 20th International Conference on Industrial and Engineering Applications of Artificial Intelligence and Expert Systems, IEA/AIE 2007, held in Kyoto, Japan. Coverage includes text processing, fuzzy system applications, real-world interaction, data mining, machine learning chance discovery and social networks, e-commerce, heuristic search application systems, and other applications.