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of virtual reality (VR)-based learning environments. The theoretical foundation and practical considerations of the framework are discussed;
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learning. Addresses the emotional design specific to agent-based learning environmentsDiscusses the use of emoticons;
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The emergent phenomena of virtual reality, augmented reality, and mixed reality is having an impact on ways people communicate with;
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the how trust affects learning in the virtual world. Managing teams of students and faculty in this context requires a deeper understanding;
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integration in immersive virtual learning environments. The integration of augmented reality (AR) technologies into education involves matching the;
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integration in immersive virtual learning environments. The integration of augmented reality (AR) technologies into education involves matching the;
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The use of virtual reality for learning, training, and rehabilitation for people with special needs has been on the rise in recent years;
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book covers topics such as VR, the WebVR API, and A-Frame. In Learning Web-based Virtual Reality, you will build a number of 3D VR-based;
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, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories;
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for virtual reality control and traffic and driving simulator based on architecture of interactive motion. This book also discusses about;
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-dimensional taxonomy for specifying MR technology and characteristics. The concept - Mixed Reality-based collaborative virtual environments (MRCVE;
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, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories;
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in the field of multimedia learning. It focuses on how people learn from words and pictures in computer-based environments. Multimedia;
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Virtual environments simulate a physical presence in places in the real world, as well as in imaginary worlds. Most current virtual reality;
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Virtual Reality (VR) was created to fulfill human curiosity about exploring beyond the reality. Humans establish the experiences of a real;
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Modern technology has enhanced many aspects of life, including classroom education. By offering virtual learning experiences, educational;
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This volume constitutes the refereed proceedings of the 7th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2015;
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into the reality of real users, objects and activities). This book deals with the use of virtual inhabited 3D spaces in both contexts. Based on;
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Online and virtual learning has developed into an essential aspect of learning technologies. A transdisciplinary perspective is needed to;
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and advanced users will deepen their understanding of game design and how it can be applied to creating game-based virtual environments. It;
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ISBN Identity Learning and Support in Virtual Environments. Type boekomslag: Hardcover, Uitgever: Brill, Sense, Minimum bestelhoeveelheid;
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ISBN Identity Learning and Support in Virtual Environments. Type boekomslag: Paperback, Uitgever: Brill, Sense, Minimum bestelhoeveelheid;
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Virtual, Augmented and Mixed Reality, VAMR 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held;
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, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories;
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The book is based on the material originally developed for the course on Virtual Reality, which the author was teaching at Tampere;
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. They focus on topics as augmented reality learning, blended learning, learning analytics, mobile learning, virtual learning environments.;
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