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Virtual, augmented, and mixed realities in education [electronic resource]

Virtual, augmented, and mixed realities in education [electronic resource]

Material type
E-Book(소장)
Personal Author
Liu, Dejian.
Title Statement
Virtual, augmented, and mixed realities in education [electronic resource] / Dejian Liu ... [et al.], editors.
Publication, Distribution, etc
Singapore :   Springer,   c2017.  
Physical Medium
1 online resource (viii, 247 p.) : ill.
Series Statement
Smart Computing and Intelligence,2522-0888
ISBN
9789811054891 9789811054907 (e-book)
요약
This book describes the current state of the art of various types of immersive learning: in research, in practice, and in the marketplace. It discusses advanced approaches in the design and development for various forms of immersive learning environments, and also the emerging innovations in assessment and research in the field. In addition, it demonstrates the opportunities and challenges in implementing advances in VR and immersion at scale in formal and informal learning. We are living in a time of rapid advances in terms of both the capabilities and the cost of virtual reality, multi-user virtual environments, and various forms of mixed reality. These new media potentially offer extraordinary opportunities for enhancing both motivation and learning across a range of subject areas, student developmental levels, and educational settings. With the development of practical and affordable virtual reality and mixed reality, people now have the chance to experience immersive learning both in classrooms and informally in homes, libraries, and community centers. The book appeals to a broad readership including teachers, administrators, scholars, policy makers, instructional designers, evaluators and industry leaders.
General Note
Title from e-Book title page.  
Content Notes
A Conceptual Framework for VR in Education.- Part One: Frameworks for Design -- Implicit Learning through Embodiment in Immersive Virtual Reality -- Authenticity in Immersive Design -- The Immersive Power of Social Interaction -- Assessment for Learning in Immersive Environments -- Infrastructures for VR/AR in the Classroom.- Part Two: Case Studies of Immersive Media for Learning -- Virtual Reality as an Immersive Medium for Authentic Simulations: The Case of EcoMUVE -- Systems to Support Co-Creative Collaboration in Mixed Reality Environments -- Massively Multiplayer Online Roleplaying Games and Virtual Reality Combine for Learning -- Embodied Education in Mixed and Mediated Realities: Some Results and Principles for Content Design -- Preparing Students for Future Learning with Mixed Reality Interfaces.- Part Three: Next Steps for the Field -- A Bibliometric Analysis of Virtual Reality related Research in Education: Current Status, Opportunities, and Future Prospects -- Reconstruction of Virtual Reality Environments based on Script -- Conclusion: Developing a Research Agenda for the Field.
Bibliography, Etc. Note
Includes bibliographical references.
이용가능한 다른형태자료
Issued also as a book.  
Subject Added Entry-Topical Term
Education.
Short cut
URL
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020 ▼a 9789811054891
020 ▼a 9789811054907 (e-book)
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050 4 ▼a LC8-6691
082 0 4 ▼a 371.33468 ▼2 23
084 ▼a 371.33468 ▼2 DDCK
090 ▼a 371.33468
245 0 0 ▼a Virtual, augmented, and mixed realities in education ▼h [electronic resource] / ▼c Dejian Liu ... [et al.], editors.
260 ▼a Singapore : ▼b Springer, ▼c c2017.
300 ▼a 1 online resource (viii, 247 p.) : ▼b ill.
490 1 ▼a Smart Computing and Intelligence, ▼x 2522-0888
500 ▼a Title from e-Book title page.
504 ▼a Includes bibliographical references.
505 0 ▼a A Conceptual Framework for VR in Education.- Part One: Frameworks for Design -- Implicit Learning through Embodiment in Immersive Virtual Reality -- Authenticity in Immersive Design -- The Immersive Power of Social Interaction -- Assessment for Learning in Immersive Environments -- Infrastructures for VR/AR in the Classroom.- Part Two: Case Studies of Immersive Media for Learning -- Virtual Reality as an Immersive Medium for Authentic Simulations: The Case of EcoMUVE -- Systems to Support Co-Creative Collaboration in Mixed Reality Environments -- Massively Multiplayer Online Roleplaying Games and Virtual Reality Combine for Learning -- Embodied Education in Mixed and Mediated Realities: Some Results and Principles for Content Design -- Preparing Students for Future Learning with Mixed Reality Interfaces.- Part Three: Next Steps for the Field -- A Bibliometric Analysis of Virtual Reality related Research in Education: Current Status, Opportunities, and Future Prospects -- Reconstruction of Virtual Reality Environments based on Script -- Conclusion: Developing a Research Agenda for the Field.
520 ▼a This book describes the current state of the art of various types of immersive learning: in research, in practice, and in the marketplace. It discusses advanced approaches in the design and development for various forms of immersive learning environments, and also the emerging innovations in assessment and research in the field. In addition, it demonstrates the opportunities and challenges in implementing advances in VR and immersion at scale in formal and informal learning. We are living in a time of rapid advances in terms of both the capabilities and the cost of virtual reality, multi-user virtual environments, and various forms of mixed reality. These new media potentially offer extraordinary opportunities for enhancing both motivation and learning across a range of subject areas, student developmental levels, and educational settings. With the development of practical and affordable virtual reality and mixed reality, people now have the chance to experience immersive learning both in classrooms and informally in homes, libraries, and community centers. The book appeals to a broad readership including teachers, administrators, scholars, policy makers, instructional designers, evaluators and industry leaders.
530 ▼a Issued also as a book.
538 ▼a Mode of access: World Wide Web.
650 0 ▼a Education.
700 1 ▼a Liu, Dejian.
830 0 ▼a Smart Computing and Intelligence.
856 4 0 ▼u https://oca.korea.ac.kr/link.n2s?url=https://doi.org/10.1007/978-981-10-5490-7
945 ▼a KLPA
991 ▼a E-Book(소장)

Holdings Information

No. Location Call Number Accession No. Availability Due Date Make a Reservation Service
No. 1 Location Main Library/e-Book Collection/ Call Number CR 371.33468 Accession No. E14014952 Availability Loan can not(reference room) Due Date Make a Reservation Service M

Contents information

Table of Contents

A Conceptual Framework for VR in Education.- Part One: Frameworks for Design
Implicit Learning through Embodiment in Immersive Virtual Reality
Authenticity in Immersive Design
The Immersive Power of Social Interaction
Assessment for Learning in Immersive Environments
Infrastructures for VR/AR in the Classroom.- Part Two: Case Studies of Immersive Media for Learning
Virtual Reality as an Immersive Medium for Authentic Simulations: The Case of EcoMUVE
Systems to Support Co-Creative Collaboration in Mixed Reality Environments
Massively Multiplayer Online Roleplaying Games and Virtual Reality Combine for Learning
Embodied Education in Mixed and Mediated Realities: Some Results and Principles for Content Design
Preparing Students for Future Learning with Mixed Reality Interfaces.- Part Three: Next Steps for the Field
A Bibliometric Analysis of Virtual Reality related Research in Education: Current Status, Opportunities, and Future Prospects
Reconstruction of Virtual Reality Environments based on Script
Conclusion: Developing a Research Agenda for the Field.

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