1.

Record Nr.

UNINA990004899070403321

Autore

Lieb, Hans-Heinrich

Titolo

Communication complexes and their stages : a contribution to a theory of the language stage / by Hans-Heinrich Lieb

Pubbl/distr/stampa

The Hague ; Paris, : Mouton, 1968

Descrizione fisica

140 p. ; 22 cm

Collana

Janua linguarum , Series minor ; 71

Disciplina

410

Locazione

FLFBC

Collocazione

410.01 LIEB 01

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

2.

Record Nr.

UNINA9910983054003321

Autore

Krüger Jule M

Titolo

Immersive Learning Research Network : 10th International Conference on Immersive Learning, iLRN 2024, Glasgow, UK, June 10–13, 2024, Revised Selected Papers, Part I / / edited by Jule M. Krüger, Daniela Pedrosa, Dennis Beck, Marie-Luce Bourguet, Andreas Dengel, Rami Ghannam, Alan Miller, Anasol Peña-Rios, Jonathon Richter

Pubbl/distr/stampa

Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025

ISBN

9783031804755

3031804759

Edizione

[1st ed. 2025.]

Descrizione fisica

1 online resource (691 pages)

Collana

Communications in Computer and Information Science, , 1865-0937 ; ; 2271

Altri autori (Persone)

PedrosaDaniela

BeckDennis

BourguetMarie-Luce

DengelAndreas

GhannamRami

MillerAlan

Peña-RiosAnasol

RichterJonathon

Disciplina

005.437

004.019

Soggetti

User interfaces (Computer systems)



Human-computer interaction

Computer vision

Education - Data processing

Social sciences - Data processing

User Interfaces and Human Computer Interaction

Computer Vision

Computers and Education

Computer Application in Social and Behavioral Sciences

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di contenuto

-- 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.

Sommario/riassunto

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.