Interactivity, Game Creation, Design, Learning, and Innovation

Interactivity, Game Creation, Design, Learning, and Innovation
Author :
Publisher : Springer
Total Pages : 541
Release :
ISBN-10 : 9783319769080
ISBN-13 : 3319769081
Rating : 4/5 (80 Downloads)

Synopsis Interactivity, Game Creation, Design, Learning, and Innovation by : Anthony L. Brooks

This book constitutes the proceedings of two conferences: The 6th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2017) and the Second International Conference on Design, Learning and Innovation (DLI 2017). The event was hosted in Heraklion, Crete, Greece, in October 2017 and attracted 65 submissions from which 50 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.

Interactivity, Game Creation, Design, Learning, and Innovation

Interactivity, Game Creation, Design, Learning, and Innovation
Author :
Publisher : Springer Nature
Total Pages : 796
Release :
ISBN-10 : 9783030532949
ISBN-13 : 3030532941
Rating : 4/5 (49 Downloads)

Synopsis Interactivity, Game Creation, Design, Learning, and Innovation by : Anthony Brooks

This book constitutes the refereed post-conference proceedings of two conferences: The 8th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2019), and the 4th EAI International Conference on Design, Learning, and Innovation (DLI 2019). Both conferences were hosed in Aalborg, Denmark, and took place November 6-8, 2019. The 61 revised full papers presented were carefully selected from 98 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.

Interactivity, Game Creation, Design, Learning, and Innovation

Interactivity, Game Creation, Design, Learning, and Innovation
Author :
Publisher : Springer
Total Pages : 561
Release :
ISBN-10 : 9783030061340
ISBN-13 : 3030061345
Rating : 4/5 (40 Downloads)

Synopsis Interactivity, Game Creation, Design, Learning, and Innovation by : Anthony L. Brooks

This book constitutes the refereed post-conference proceedings of two conferences: The 7th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2018), and the 3rd EAI International Conference on Design, Learning, and Innovation (DLI 2018). Both conferences were hosed in Braga, Portugal, and took place October 24-26, 2018. The 51 revised full papers presented were carefully selected from 106 submissions. ArtsIT , Interactivity and Game Creation is meant to be a place where people in arts, with a keen interest in modern IT technologies, meet with people in IT, having strong ties to art in their works. The event also reflects the advances seen in the open related topics Interactivity (Interaction Design, Virtual Reality, Augmented Reality, Robotics) and Game Creation (Gamification, Leisure Gaming, GamePlay). ArtsIT has been successfully co-located with DLI as the design, learning and innovation frame the world of IT, opening doors into an increasingly playful worlds. So the DLI conference is driven by the belief that tools, techniques and environments can spark and nature a passion for learning, transformation domains such as education, rehabilitation/therapy, work places and cultural institutions.

ArtsIT, Interactivity and Game Creation

ArtsIT, Interactivity and Game Creation
Author :
Publisher : Springer Nature
Total Pages : 642
Release :
ISBN-10 : 9783031289934
ISBN-13 : 3031289935
Rating : 4/5 (34 Downloads)

Synopsis ArtsIT, Interactivity and Game Creation by : Anthony L. Brooks

This book constitutes the refereed post-conference proceedings the 11th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2022 which was held in Faro, Portugal, November 21-22, 2022. The 45 revised full papers presented were carefully selected from 118 submissions. The papers are thematically arranged in the following sections: Dialogues Between Geometry, Computer Graphics and the Visual Arts; Games and Gamification; Museums and the Virtual; Animation, AI, Books and Behavior; Fluency, Fashion, Emotion and Play; Movement, Film and Audio.

ArtsIT, Interactivity and Game Creation

ArtsIT, Interactivity and Game Creation
Author :
Publisher : Springer Nature
Total Pages : 476
Release :
ISBN-10 : 9783030955311
ISBN-13 : 3030955311
Rating : 4/5 (11 Downloads)

Synopsis ArtsIT, Interactivity and Game Creation by : Matthias Wölfel

This book constitutes the refereed post-conference proceedings of the 10th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2021 which was held in December 2021. Due to COVID-19 pandemic the conference was held virtually. The 31 revised full papers presented were carefully selected from 57 submissions. The papers are thematically arranged in the following sections: Media Arts and Virtual Reality; Games; Fusions; Collaboration, Inclusion and Participation; Artificial Intelligence in Art and Culture; Approaches and Applications.

Handbook of Research on Advancing Equity and Inclusion Through Educational Technology

Handbook of Research on Advancing Equity and Inclusion Through Educational Technology
Author :
Publisher : IGI Global
Total Pages : 469
Release :
ISBN-10 : 9781668468692
ISBN-13 : 1668468697
Rating : 4/5 (92 Downloads)

Synopsis Handbook of Research on Advancing Equity and Inclusion Through Educational Technology by : Escudeiro, Paula

Digital technologies play a significant role in the popular imagination about the future of education, as they are a prominent aspect of modern education provision and practice across the globe. Due to the increased adoption of digital education materials during the COVID-19 pandemic, the pedagogical significance of digital technology has been amplified. Advancing Equity and Inclusion Through Educational Technology builds upon the available literature in equity and inclusion through educational technology while providing further research opportunities in this dynamic and growing field. It provides the opportunity for reflection on this crucial issue by increasing the understanding of the importance of inclusion and equity in the context of educational improvements and providing relevant academic work, empirical research findings, and an overview of this relevant field of study. Covering topics such as sustainable inclusion learning, virtual school press programs, and generic skills, this major reference work is a comprehensive and timely resource for educators and administrators of both K-12 and higher education, government officials, pre-service teachers, teacher educators, librarians, researchers, and academicians.

Human-Automation Interaction

Human-Automation Interaction
Author :
Publisher : Springer Nature
Total Pages : 659
Release :
ISBN-10 : 9783031107887
ISBN-13 : 3031107888
Rating : 4/5 (87 Downloads)

Synopsis Human-Automation Interaction by : Vincent G. Duffy

This book provides practical guidance and awareness for a growing body of knowledge developing across a variety of disciplines. This initiative is a celebration of the Gavriel Salvendy International Symposium (GSIS) and provides a survey of topics and emerging areas of interest in human–automation interaction. This set of articles for the GSIS emphasizes a main thematic areas: mobile computing. Main areas of coverage include Section A: Health, Care and Assistive Technologies; Section B: Usability, User Experience and Design; Section C: Virtual Learning, Training and Collaboration; Section D: Ergonomics in Work, Automation and Production. In total, there are more than 600 pages emphasizing contributions from especially early career researchers that were featured as part of this (virtual) symposium and celebration. Gavriel Salvendy initiated the conferences that run annually as Human–Computer Interaction within LNCS of Springer and Applied Human Factors and Ergonomics International (AHFE). The book is inclusive of human–computer interaction and human factors and ergonomics principles, yet is intended to serve a much wider audience that has interest in automation and human modeling. The emerging need for human–automation interaction expertise has developed from an ever-growing availability and presence of automation in our everyday lives. This initiative is intended to provide practical guidance and awareness for a growing body of knowledge developing across a variety of disciplines and many countries.

Digital Learning and Collaborative Practices

Digital Learning and Collaborative Practices
Author :
Publisher : Taylor & Francis
Total Pages : 220
Release :
ISBN-10 : 9781000403503
ISBN-13 : 1000403505
Rating : 4/5 (03 Downloads)

Synopsis Digital Learning and Collaborative Practices by : Eva Brooks

• Outlines a holistic, evidence-based mindset shift for designing and implementing technology-rich learning experiences that are attentive to social concerns such as equity, ethics, play, diversity, and democratic participation. • Driven by a balance of theoretical and methodological chapters with grounded empirical bases. • Concludes with a future-focused discussion about upcoming digital competencies and the implications of applying design-oriented approaches to digital learning practices.

Profiling Target Learners for the Development of Effective Learning Strategies: Emerging Research and Opportunities

Profiling Target Learners for the Development of Effective Learning Strategies: Emerging Research and Opportunities
Author :
Publisher : IGI Global
Total Pages : 201
Release :
ISBN-10 : 9781799815754
ISBN-13 : 1799815757
Rating : 4/5 (54 Downloads)

Synopsis Profiling Target Learners for the Development of Effective Learning Strategies: Emerging Research and Opportunities by : Hai-Jew, Shalin

Since the early days of formalized large-scale testing, there have been efforts to understand learners in order to provide better aligned learning opportunities and accommodations. What has been less explored has been how prospective and current target learners are profiled as target groups to adapt the learning to them, both statically (such as in pre-learning biographical profiling) and dynamically (on-the-fly as they interact with learning contents in online learning systems). This work takes more of a micro-scale and meso-scale approach, and these often involve both formal and informal means and creative teaching-and-learning accommodations. Profiling Target Learners for the Development of Effective Learning Strategies: Emerging Research and Opportunities is a critical scholarly resource that focuses on the practice of profiling prospective and current target learners through manual and computational means in order to better meet and improve their online and offline learning needs, as well as how those profiles influence the design, development, and provision of learning experiences. Featuring a wide range of topics such as diversity, curriculum design, and online learning, this book is ideal for educators, curriculum developers, instructional designers, principals, educational software developers, administrators, policymakers, academicians, researchers, and students.