VR, Simulations and Serious Games for Education
Title | VR, Simulations and Serious Games for Education PDF eBook |
Author | Yiyu Cai |
Publisher | Springer |
Total Pages | 128 |
Release | 2018-10-10 |
Genre | Technology & Engineering |
ISBN | 9811328447 |
This book introduces state-of-the-art research on simulation and serious games for education. Based partially on work presented at the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd AESSSG) held in Zhuhai, China as part of the 2016 ACM SIGGRAPH International Conference on Virtual-Reality Consortium and Applications in Industry (VRACI 2016), it includes a selection of the best papers from both. The book is divided into three major domains of education applications that use simulation and serious games: science, technology, engineering and mathematics (STEM) education; special needs education; and humanity and social science education. A valuable resource for researchers and developers in simulation and serious games for education benefit from this book, it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.
Virtual and Augmented Reality, Simulation and Serious Games for Education
Title | Virtual and Augmented Reality, Simulation and Serious Games for Education PDF eBook |
Author | Yiyu Cai |
Publisher | Springer Nature |
Total Pages | 188 |
Release | 2021-08-13 |
Genre | Technology & Engineering |
ISBN | 9811613613 |
This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of virtual reality, simulations and serious games in school practices. The different approaches highlight challenges and potential solutions and provide future directions for virtual reality, simulation and serious games research, for the design of learning material and for implementation in classrooms. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace virtual reality, simulation and/or serious games in their education.
Virtual, Augmented Reality and Serious Games for Healthcare 1
Title | Virtual, Augmented Reality and Serious Games for Healthcare 1 PDF eBook |
Author | Minhua Ma |
Publisher | Springer Science & Business |
Total Pages | 570 |
Release | 2014-04-25 |
Genre | Technology & Engineering |
ISBN | 3642548164 |
There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.
Simulations, Serious Games and Their Applications
Title | Simulations, Serious Games and Their Applications PDF eBook |
Author | Yiyu Cai |
Publisher | Springer Science & Business Media |
Total Pages | 262 |
Release | 2013-11-08 |
Genre | Technology & Engineering |
ISBN | 9814560324 |
This book presents the state of the art technology in Serious Games which is driven extensive by applications and research in simulation. The topics in this book include: (1) Fashion simulation; (2) Chinese calligraphy ink diffusion simulation; (3) Rehabilitation (4) Long vehicle turning simulation; (5) Marine traffic conflict control; (6) CNC simulation; (7) Special needs education. The book also addresses the fundamental issues in Simulation and Serious Games such as rapid collision detection, game engines or game development platforms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games and Simulation. The major part of this book comprises of papers presented at the 2012 Asia-Europe Workshop on Serious Games and Simulation held in Nanyang Technological University, Singapore (May 9, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.
When VR Serious Games Meet Special Needs Education
Title | When VR Serious Games Meet Special Needs Education PDF eBook |
Author | Yiyu Cai |
Publisher | Springer Nature |
Total Pages | 217 |
Release | 2021-05-04 |
Genre | Technology & Engineering |
ISBN | 9813369426 |
This book presents selected research and development on virtual reality (VR) and serious games (SG) applications to assist children with Autism Spectrum Disorder (ASD) in their learning of different skills. Children with ASD have challenges to learn skills of learning, living, and working, due to their cognitive and behavioral limitations. The authors and their research teams of this book have many years’ research experience developing innovative and interactive VR and SG technology for the special needs education. More specifically, several VR serious games are designed to train children with ASD on learning skill, life skill, and job skill. Such games are often developed based on the needs of special education and used by special needs schools in Singapore. This book is a useful resource for students, scholars, and designers of learning material who want to embrace VR and SG for children with ASD.
Simulation and Serious Games for Education
Title | Simulation and Serious Games for Education PDF eBook |
Author | Yiyu Cai |
Publisher | Springer |
Total Pages | 149 |
Release | 2016-10-11 |
Genre | Technology & Engineering |
ISBN | 9811008612 |
This book introduces state-of-the-art research on simulation and serious games for education. The major part of this book is based on selected work presented at the 2014 Asia-Europe Symposium on Simulation and Serious Games held in Windesheim University of Applied Sciences, the Netherlands (Oct 1–2, 2014). It covers three major domains of education applications that use simulation and serious games: Science, Technology, Engineering and Mathematics (STEM) Education; Special Needs Education and Humanity and Social Science Education. Researchers and developers in simulation and serious games for education benefit from this book, and it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.
Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare
Title | Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare PDF eBook |
Author | Klaus Bredl |
Publisher | IGI Global |
Total Pages | 382 |
Release | 2013-03-31 |
Genre | Computers |
ISBN | 1466636742 |
"This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher.