Immersive Learning Research Network : 10th International Conference on Immersive Learning, iLRN 2024, Glasgow, UK, June 10-13, 2024, Revised Selected Papers, Part I (Communications in Computer and Information Science)

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Immersive Learning Research Network : 10th International Conference on Immersive Learning, iLRN 2024, Glasgow, UK, June 10-13, 2024, Revised Selected Papers, Part I (Communications in Computer and Information Science)

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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 485 p.
  • 言語 ENG
  • 商品コード 9783031804748
  • DDC分類 004.019

Full Description

This book constitutes the proceedings of the10th International Conference on Immersive Learning, iLRN 2024, held in Glasgow, UK during June 10-13, 2024.

The 30 full papers and 13 short papers presented in this volume were carefully reviewed and selected from 144 submissions. They were categorized under the topical section as follows:

Part I:

Foundations in Immersive Learning Research and Theory; Assessment and Evaluation (A&E); Galleries, Libraries, Archives and Museums (GLAM); Inclusion, Diversity, Equity, Access, and Social Justice (IDEAS); STEM Education (STEM); Medical & Healthcare Education (MHE); Workforce Development & Industry Training (WDIT); Self and Co-regulated Learning with Immersive Learning Environments (SCILE).

Part II:

Special Track 1: Immersive learning across Latin America: State of Research, Use Cases and Projects; Special Track 2: Sustainable Development and Immerse Learning in the Climate Emergency; Special Track 3: Literacy Equity and Immersive Learning.

Contents

.- Foundations in Immersive Learning Research and Theory.

.- The Vibrotactile Paradox: Corrective and Reenforcing Feedback in Educational VR.

.- Scent Box: Prototyping and Instructions for Olfactory Enhancement of VR-Experiences.

.- Measuring Cognitive Load with Eye-tracking during Mental Rotation with 2D and 3D Visualization in AR.

.- Augmented Didactic: Interacting with 3D Models to Enhance the Memory Systems.

.- Complexity of Agency in VR Learning Environments: Exploring Associations with Interactivity, Learning Outcomes, and Affect.

.- Ready Student One: A Framework for Avatar Design in Higher Education.

.- A Literature Review and Taxonomy of In-VR Questionnaire User Interfaces.

.- Describing and Interpreting Immersive Learning Cases with the Immersion Cube and the Immersive Learning Brain.

.- Exploiting the TARC framework: The Relations between Educators' Attitudes towards AR, Innovativeness, Digital Skills, and AR Skills in Education.

.- Perceptions of Higher Education Students on Immersive Virtual Reality for Communication Skills Training. The Bodyswaps Case.

.- Adaptive Learning and Instruction with Augmented Reality: A Scoping Review.

.- An Evaluation of Headset vs Desktop Use for Accessing Virtual Worlds in a Higher Education Context.

.- Design of Virtual Reality Environments to Support Learning in History Education.

.- Perfecting the Interdisciplinary Storm: Immersive Narrative Development Workflows in Context of Meteorology Labs.

.- Assessment and Evaluation (A&E).

.- Is Usability always Productive in Learning Environments.

.- Galleries, Libraries, Archives and Museums (GLAM).

.- The Application of Procedurally Generated Libraries in Immersive Virtual Reality.

.- Designing MetaHuman-Based Historical Characters in Virtual Exhibitions and Scenes: A Case Study on St Andrews.

.- Inclusion, Diversity, Equity, Access, and Social Justice (IDEAS).

.- Preliminary Report: Innovations in Participatory Immersive XR Research for Transition-Aged Autistic Adults.

.- Preliminary Analysis of Empathy-Driven Design and Inclusive Cybersecurity Education: The Initial Phase of the uSucceed Project's Virtual Reality Curriculum for Neurodiverse Adults in STEM.

.- Exploring the Inclusive Design and Use of Social MultiPlatform Virtual Reality for a Post-Secondary Gender Diversity Workshop.

.- STEM Education (STEM).

.- A Computer-Supported Collaborative Learning Environment for Computer Science Education.

.- AR for Science Education: Students' Behaviour Patterns and the Relationship between Cognitive Load, Knowledge Acquisition and Performance.

.- Spatial Audio Cues in an Immersive Virtual Reality STEM Escape Room Game: A Comparative Study.

.- Lessons upon Dislikes: Educational Game Design Principles from Players' Negative Feedback.

.- Exploring the Influence of Immersive Virtual Reality on Science Learning - An Affordance Approach.

.- Immersive Learning in History Education: Exploring the Capabilities of Virtual Avatars and Large Language Models.

.- The Potential of Virtual Reality for Immersive HCI Education: Insights from an Empirical Study.

.- Promoting Science Identity Exploration: An Analysis of the Game Design Features in WaterWays.

.- Medical & Healthcare Education (MHE).

.- Learning from Immersive Augmented Reality on COVID-19 Transmission.

.- Workforce Development & Industry Training (WDIT).

.- Breaking Barriers in Getting to Yes: Using Immersive Media for Cross-cultural Negotiation Training.

.- Self and Co-regulated Learning with Immersive Learning Environments (SCILE).

.- Creativo: Design and Evaluation of a Multi-User Collaborative Learning Environment in Virtual Reality.

.- The Impact of Cognitive, Affective, and Psychomotor Learning Perception on Learning Outcomes in the eXtended Reality based Nursing Simulation.

.- Immersive Virtual Learning Spaces for Emotional Engagement in Education with the Classroom-ready Virtual Reality Device CLASSVR.

.- Method for Evaluation and Classification of Self and Co-regulation of Learning in Immersive Narrative.

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