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VR --- virtual reality --- Srveying and modeling --- realitiy-based, 3D
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"Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more. "
Teaching --- Archaeogaming --- Virtual Reconstructions --- Augmented Reality --- Virtual Reality --- Archaeology
Book title: Electronic Imaging & the Visual Arts. EVA 2018 Florence
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Cultural Heritage --- Russia --- Multimedia Information Systems --- Virtual Reality Technologies
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This dissertation deals with the development of a Virtual Reality-based construction site control centre for earth work in consideration of lean management principles. Beside the enhanced availability of information and increased transparency in presentation, a raise in the performance on-site by the use of a digital Kanban system could be proved.
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Advances in modern sciences occur thanks to within-fields discoveries as well as confrontation of concepts and methods from separated, sometimes distant, domains of knowledge. For instance, the fields of psychology and psychopathology benefited from accumulated contributions from cognitive neurosciences, which, in turn, received insights from molecular chemistry, cellular biology, physics (neuroimaging), statistics and computer sciences (data processing), etc. From the results of these researches, one can argue that among the numerous cognitive phenomena supposedly involved in the emergence the human intelligence and organized behavior, some of them are specific to the social nature of our phylogenetic order. Scientific reductionism allowed to divide the social cognitive system into several components, i.e. emotion processing and regulation, mental state inference (theory of mind), agency, etc. New paradigms were progressively designed to investigate these processes within highly-controlled laboratory settings. Moreover, the related constructs were successful at better understanding psychopathological conditions such as autism and schizophrenia, with partial relationships with illness outcomes.
social cognition --- virtual reality --- Affective Computing --- Avatar --- augmented reality --- cognitive training --- Schizophrenia --- autism --- Mental Disorders
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Information and Communication Technologies (ICT) are no longer objects gathering dust on a shelf; instead, they have become intrinsic in our everyday lives. They are now even taking on an indispensable role in many clinical and rehabilitation settings. In the past decade there has been a surge of interest in using ICT with elderly people, both with and without dementia, in various clinical and research settings. On the one hand, ICT can supplement the assessment of functional ability by more precisely evaluating the nature and extent of functional impairment; on the other hand, ICT can be used to support elderly people in their everyday activities, as well as to ameliorate symptoms and improve quality of life through stimulation and rehabilitation. This is the intention driving the development of Serious Games (SG), which are digital applications (often based on Virtual Reality) specifically adapted for purposes other than entertaining, including rehabilitation, training and education. Finally, ICT can also play a key role in the development of interactive educational programs to support caregivers of people living with dementia. A handful of interesting studies have started to investigate the effectiveness of employing ICT in people with different types of dementia, such as Alzheimer’s disease (AD). It is therefore timely to attempt to scope this newly emerging field, as well as to foster a dialogue among the different professionals, including academics, clinicians and computer engineers, working in the area. With this in mind, the Research Topic “ICT for assessment and rehabilitation in Alzheimer’s disease and related disorders” aims to provide new and interesting insights into the current use of ICT in healthy and pathological aging. The intent is also to identify challenges and new perspectives in the field, gather recommendations for the application of ICT in AD and related disorders in clinical practice, and to showcase cutting edge clinical research. The articles included in this Frontier Research Topics have more than achieved this aim and are a perfect illustration of how ICT can be used to enhance the lives of people living dementia and their caregivers.
ICT --- Information and communication technologies --- Alzheimer's disease --- Aging --- assessment --- Rehabilitation --- Education --- virtual reality
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While Embodied Cognition has now been accepted as mainstream in Cognitive Science, the study of its potential contribution to understding child developemnt and ageing, as well as its potential applications, is still in its infancy. This collection of articles explores the contribution of Embodied Cognition to studying the lifespan and potential applied fields. The contributions are theoretical and empirical and offer an important framework for future research and its applications.
Embodied Cognition --- ageing --- cognitive development --- abstract concepts --- virtual reality --- health --- language development --- animation --- education --- creativity
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The book collects the contributions of scholars from disciplines of education and digital representation to jointly investigate the lines of development of education to art and heritage. Pedagogical knowledge brought into digital environments, both Augmented Reality and Immersive Virtual Reality, enhances its effectiveness in the signification of an educational experience whose main objectives seem to be art in all its forms and cultural heritage in all its expressions.
virtual reality --- augmentend reality --- education technology --- digital museum --- digital heritage --- media education
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Der Tagungsband der Teaching Trends 2018 bietet allen Leser*innen spannende Einblicke in Präsenzhochschulen, die in geschickten Szenarien verschiedene digitale Medien für den Kompetenzerwerb ihrer Studierenden nutzen. In einer breiten Sicht auf die Digitalisierung beschäftigen sich die Tagungsbeiträge mit neuen Lernformaten wie Blended Learning und Inverted Classroom, deren aktuellen rechtlichen Rahmenbedingungen in DSGVO und Urheberrecht und technischen Grundlagen, z.B. in Augmented / Virtual Reality oder Audience Response. Darüber hinaus jedoch kommen übergreifende Strategien und Entwicklungskonzepte zu Wort, die die Hochschule in eine digitale Zukunft führen. In allen Bereichen berichteten die Vortragenden sowohl direkt aus ihrer Lehrpraxis als auch aus der begleitenden Forschung. Zur Abrundung der Tagung haben die Herausgeber*innen das einleitende Streitgespräch zur Bedeutung der digitalen Transformation für Universitäten, die Podiumsdiskussion zu Herausforderungen, die sich daraus für das Studium ergeben, sowie eine Keynote zur Architektur von Lernräumen zu Papier gebracht.
Kompetenzerwerb --- Blended Learning --- Inverted Classroom --- DSGVO --- Urheberrecht --- Augmented / Virtual Reality --- Audience Response
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World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants. In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes. Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer.
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