LEADER 00821oam 2200181z- 450 001 996389030303316 005 20200818222429.0 035 $a(CKB)4940000000091773 035 $a(EEBO)2264187115 035 $a(EXLCZ)994940000000091773 100 $a20191209c1645uuuu -u- - 101 0 $aeng 200 14$aThe Scotish dove, sent out and returning Bringing intelligence from their army, and makes some relations of other observable passages of both kingdomes, for information and instruction. [Issue 97] 210 $aEngland$cPrinted for Laurence Chapman 906 $aBOOK 912 $a996389030303316 996 $aThe Scotish dove, sent out and returning Bringing intelligence from their army, and makes some relations of other observable passages of both kingdomes, for information and instruction.$92299087 997 $aUNISA LEADER 03939nam 22006015 450 001 9910988285603321 005 20250321115230.0 010 $a3-031-85663-5 024 7 $a10.1007/978-3-031-85663-1 035 $a(CKB)38011635200041 035 $a(DE-He213)978-3-031-85663-1 035 $a(MiAaPQ)EBC31973336 035 $a(Au-PeEL)EBL31973336 035 $a(EXLCZ)9938011635200041 100 $a20250321d2025 u| 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aDesign, Learning, and Innovation $e9th EAI International Conference, DLI 2024, Virtual Event, November 7?8, 2024, Proceedings /$fedited by Eva Brooks, Emma Edstrand, Anders Kalsgaard Møller, Thomas Bjørner 205 $a1st ed. 2025. 210 1$aCham :$cSpringer Nature Switzerland :$cImprint: Springer,$d2025. 215 $a1 online resource (XII, 163 p. 78 illus., 70 illus. in color.) 225 1 $aLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,$x1867-822X ;$v604 311 08$a3-031-85662-7 327 $a -- Using Immersive Technologies for Learning, Accessibility, and Technological Innovation. -- Metaverse Innovation Canvas: A Tool for Extended Reality Product/Service Development. -- Virtual Station: Virtual Reality as a Bridge Towards Real Independence in public transportation for Autistic Children and Adolescents. -- Utilizing Virtual Reality to Enhance Situational Awareness in Swedish Police Training. -- Exploring VR as a Method to Study User Perceptions of Challenges in Green Transition Technology in Nature. -- Unlocking Cultural Heritage: The Gamified Digitisation Project of SMA-UniGe. -- Engaging Learners through Gamification, Playful Design, and Generative AI. -- A Case Study in Playful Facilitation for Designing Embodied Experiences. -- An auto battler game to engage high school student?s understanding of ionic bonds in chemistry. -- Generative AI in foreign language education: Student use and perspectives. -- Exploring Phantasmagorical Game Design: Integrating Anomalous Behaviour of AI and Player into Conversational AI-Native Games. -- Learning formats for theory courses in graphic design undergraduate programmes. 330 $aThis book constitutes the refereed proceedings of the 9th EAI International Conference on Design, Learning, and Innovation, DLI 2024, held virtually, during November 7?8, 2024. The 11 full papers included in this book were carefully reviewed and selected from 29 submissions. They were organized in topical sections as follows: Using Immersive Technologies for Learning, Accessibility, and Technological Innovation; and Engaging Learners through Gamification, Playful Design, and Generative AI. 410 0$aLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,$x1867-822X ;$v604 606 $aComputer science 606 $aArtificial intelligence 606 $aMachine learning 606 $aComputer Science 606 $aArtificial Intelligence 606 $aMachine Learning 615 0$aComputer science. 615 0$aArtificial intelligence. 615 0$aMachine learning. 615 14$aComputer Science. 615 24$aArtificial Intelligence. 615 24$aMachine Learning. 676 $a004 702 $aBrooks$b Eva$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aEdstrand$b Emma$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aMøller$b Anders Kalsgaard$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aBjørner$b Thomas$4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910988285603321 996 $aDesign, Learning, and Innovation$93359832 997 $aUNINA