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Smart Mobile Communication and Artificial Intelligence : Proceedings of the 15th IMCL Conference - Volume 1



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Autore: Auer Michael E Visualizza persona
Titolo: Smart Mobile Communication and Artificial Intelligence : Proceedings of the 15th IMCL Conference - Volume 1 Visualizza cluster
Pubblicazione: Cham : , : Springer, , 2024
©2024
Edizione: 1st ed.
Descrizione fisica: 1 online resource (422 pages)
Altri autori: TsiatsosThrasyvoulos  
Nota di contenuto: Intro -- Preface -- Committees -- Contents -- Augmented-, Virtual-, Mixed- and Cross- Reality Apps -- The Use of Augmented Reality in Teaching History to Primary and Secondary-School Students in Formal and Informal Learning Environments: A Review of the Literature -- 1 Introduction -- 2 An Overview of History and Its Significance as a Subject -- 3 Methodology -- 4 Results -- 4.1 Historical Era/Context -- 4.2 Learning Environment -- 4.3 Level of Education -- 4.4 Types of AR Devices Used -- 4.5 Pedagogical Foundations -- 4.6 Methodological Design -- 4.7 Learning Outcomes -- 5 Conclusions -- References -- Examining Augmented Reality Smart Glasses Acceptance by In-Service Teachers -- 1 Introduction -- 2 Theoretical Framework -- 2.1 Technology Acceptance Models -- 2.2 Previous Research on the Acceptance of ARSGs in Education -- 3 Research Methodology -- 3.1 Sample -- 3.2 Data Collection Instrument -- 3.3 Procedure -- 3.4 Analysis -- 4 Results -- 4.1 Internal Consistency and Descriptive Analysis -- 4.2 Pearson Correlations Analysis -- 4.3 Regression Analysis -- 5 Conclusions, Limitations and Future Research -- References -- The Design and Evaluation of an Augmented Reality History Textbook for Primary Education -- 1 Introduction -- 2 Related Work -- 3 Methodology -- 3.1 Stage 1: Recognition and Analysis of the Problem -- 3.2 Stage 2: Desing of the Content for "ARchaic Times" -- 3.3 Stage 3: Evaluation of the AR Textbook "ARchaic Times" -- 3.4 Data Collection Tools -- 3.5 Coding and Analysis of the Data -- 4 The "ARchaic Times" AR Textbook -- 5 Results -- 5.1 Teachers' Acceptance of the AR Textbook in Their Teaching -- 5.2 Evaluation of the Use of the AR Textbook in the Classroom -- 6 Conclusions -- References -- Unleashing the Potential: A Holistic Approach to Adaptive Learning in Virtual Reality -- 1 Introduction -- 2 Methodology.
3 Pedagogical Foundation and Virtual Reality Framework -- 4 Adaptive Learning Framework and Model Guidelines -- 4.1 User Profiling - RQ2: Who Are We Adapting To? -- 4.2 Adaptive Parameters - RQ3: What to Adapt? -- 4.3 Adaptive Decision-Making Model - RQ4: How to Adapt? -- 4.4 Technical Requirements and Considerations -- 5 Conclusion -- References -- VR as a Tool for Enhancing Public Speaking Skills -- 1 Introduction -- 2 Background and Related Work -- 2.1 VR in Language Learning -- 2.2 VR for Exposure Therapy -- 2.3 Public Speaking as Use Case for VR -- 3 A VR Prototype for Practicing Public Speaking Skills -- 3.1 Framework and Deployment -- 3.2 Scene Design and Assets -- 3.3 Use Case: Practicing a Presentation in Front of the Audience -- 4 User Perception Through a TAM Assessment -- 5 Conclusions -- References -- Collaborative Virtual Reality Environment Structural Model Development for Higher Education Remote Learning -- 1 Introduction -- 2 Adapting Educational Content to VR -- 3 Collaborative Classroom Development -- 3.1 Creation of VRE -- 3.2 Interaction and Collaboration in VRE -- 4 Outcomes and Conclusions -- References -- Educators' Ability to Use Augmented Reality (AR) for Teaching Based on the TARC Framework: Evidence from an International Study -- 1 Introduction -- 2 Theoretical Background -- 2.1 Teachers' Augmented Reality Competences (TARC) Framework -- 2.2 Hypotheses -- 3 Methodology -- 3.1 Participants, Instruments and Procedure -- 4 Data Analysis and Results -- 5 Discussions - Conclusion -- References -- Work-in-Progress: Teaching Autistic Children Arabic Letters Using Augmented Reality Technology -- 1 Introduction -- 2 Background -- 2.1 Autism Spectrum Disorder, Augmented Reality and Education -- 3 Addressed Gaps and Contributions -- 3.1 Sensory Processing Difficulties -- 3.2 Cognitive Processing Difficulties -- 4 Methodology.
4.1 Implementation and Design -- 5 Evaluation and Limitations -- 6 Conclusion -- References -- Implementation of Augmented Reality in Military Higher Education -- Exemplified by the Study of the Yagi-Uda Antenna -- 1 Introduction -- 2 Reasons for Introducing Augmented Reality in Education -- 3 Exemplifying the Introduction of AR in the Educational Process -- 4 Conclusions-Advantages, Disadvantages and Difficulties Encountered in the Implementation of AR -- References -- Synthetic Water Crystal Image Generation Using VAE-GANs and Diffusion Models -- 1 Introduction -- 2 Previous Work -- 2.1 VAE-GANs -- 2.2 Diffusion Models -- 2.3 Comparative Analysis -- 3 Research Questions -- 4 Methodology -- 4.1 Dataset Description -- 4.2 Prossessing Phase -- 4.3 Metrics Used -- 4.4 Models' Results on Different Variations -- 5 Conclusion -- References -- IblueCulture: A Real Time Virtual Reality Dry Dive System -- 1 Introduction -- 2 State of the Art -- 3 The Site -- 4 Hardware and System Design -- 5 Software Pipeline -- 6 Discussion -- 7 Future Research -- References -- Teaching the Ba-Construction with Augmented Reality in Online Learning Environments -- 1 Introduction -- 1.1 Aim of the Study -- 2 Literature Review -- 2.1 Background of Acquisition of the Ba-Construction -- 2.2 An Emerging AR Technology in Language Education -- 2.3 Engaged Meaningful Learning -- 3 Methodology -- 3.1 Research Design -- 3.2 Participants -- 3.3 Data Collection Instruments -- 4 Findings -- 4.1 Research Question 1 -- 4.2 Research Question 2 -- 5 Discussion-Conclusion -- References -- Mobile Learning Models, Theory and Pedagogy -- Exploring the Applications of QR Codes in STEM Subjects -- 1 Introduction -- 1.1 M-Learning with QR Codes in Education -- 2 Research Method -- 2.1 Research Questions -- 3 Results -- 3.1 Quantitative Results -- 3.2 Qualitative Results -- 4 Conclusions-Discussion.
References -- A Framework for Designing Gender Inclusive Mobile Learning Experiences -- 1 Introduction -- 1.1 Mobile Learning -- 1.2 Gender Inclusivity in Mobile Learning -- 2 Method -- 3 Results -- 4 Informed Framework: Key Components and Supporting Findings -- 5 Conclusion -- 5.1 Limitations and Future Research -- References -- Chat GPT Performance Evaluation Model for Learning -- 1 Introduction -- 1.1 Applicability of Chat GPT as a Virtual Educational Assistant -- 2 Indicators to Evaluate the Effectiveness of Chat GPT for Learning Purposes -- 3 Mathematical Model for Evaluation of Chat GPT Performance for Learning Purposes -- 4 Numerical Testing -- 5 Results and Discussion -- 6 Conclusion -- References -- Design Process and Initial Development of a Serious Game for Supporting the Personal Development of Young Athletes -- 1 Introduction -- 2 Game Design -- 2.1 Mission Design -- 2.2 Task Design -- 3 Development of Alpha Version -- 4 Conclusion and Future Work -- References -- Designing and Developing a Serious Game for Inclusion in Sports -- 1 Introduction -- 2 Game Design -- 2.1 Basic Information -- 2.2 Game Scenarios -- 3 Development of the Game -- 3.1 Main Game -- 3.2 Mini Games -- 3.3 Leaderboards -- 4 Conclusion and Future Work -- References -- Digital Entrepreneurial Intentions: The Role of IT Knowledge and Entrepreneurial Program Learning -- 1 Introduction -- 1.1 Theoretical Background -- 2 Methodology -- 3 Discussion and Conclusions -- 4 Limitations and Future Research -- References -- Work in Progress: STAYinBowling, Sensor Based Training for Athletes and Youngsters in Bowling -- 1 Introduction -- 2 Related Work -- 3 Research Motivation -- 4 The System -- 4.1 System Design and Development -- 4.2 IoT Toolbox -- 4.3 Use Case to Evaluate the Mockup of the Proposed System -- 5 Conclusions and Future Steps -- References.
Dynamic Learning Experiences -- Impact of Innovation-Enabling Technologies on Business Performance: An Empirical Study -- 1 Introduction -- 2 Theory, Conceptual Model and Hypotheses Development -- 2.1 Innovation Capability -- 2.2 Organizational Performance -- 2.3 Impact of Innovation Capability on Organizational Performance -- 3 Method -- 3.1 Sample and Data Collection -- 3.2 Measurement and Scaling -- 3.3 Data Analysis -- 4 Results -- 4.1 Assessment of Measurement Model -- 4.2 Assessment of Structural Model -- 4.3 Structural Equation Modeling -- 5 Discussion -- 5.1 Research Contribution -- 5.2 Limitations and Future Research -- Appendix -- References -- HEALINT4ALL Digital Interactive Platform for European and National Placements Audit for Medicine and Allied Health Professions Following a User-Centered Design -- 1 Introduction -- 2 Methods -- 3 Results -- 4 Discussion and Conclusion -- References -- Implementation of a Faculty Development Program Though Coursera: From the Instructional Design to the Results -- 1 Introduction -- 1.1 Description of Implemented Faculty Development Program -- 2 Methodological Approach and Participants -- 3 Data Analysis and Findings -- 4 Discussion and Conclusions -- 5 Limitation -- References -- Using ChatGPT for Research Report Design: A Collaborative Learning Experience with Students and Professors in Honduras -- 1 Introduction -- 2 Methods -- 2.1 Methodological Approach -- 3 Data Analysis and Findings -- 3.1 Results from the Survey -- 4 Discussion and Conclusions -- 5 Study Limitations -- References -- Analysis and Classification of Methods and Tools Applicable to e-Learning -- 1 Introduction and Motivation -- 2 Background of Approaches and Technologies for e-Learning -- 2.1 Stage of Introducing Web-Based E-Learning Systems (1996-2010) -- 2.2 The Stage of Interactivity (2010-2015).
2.3 The Stage of Personalization of Learning (2015-2020).
Titolo autorizzato: Smart Mobile Communication and Artificial Intelligence  Visualizza cluster
ISBN: 3-031-54327-0
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910841857203321
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Serie: Lecture Notes in Networks and Systems Series