Mixed Reality for Education (eBook)
VIII, 400 Seiten
Springer Nature Singapore (Verlag)
978-981-99-4958-8 (ISBN)
Yiyu Cai is Associate Professor at Nanyang Technological University (NTU), Singapore. He received multi-disciplinary trainings in Mathematics, Computer Graphics and Mechanical Engineering. In NTU, he teaches Computational Thinking, Virtual & Augmented Reality, Metaverse in Engineering, Computer-Aided Engineering, etc. Dr Cai has over 20 years' interdisciplinary research experience developing Virtual & Augmented Reality, Robotics, Simulation and Serious Games Technologies and their applications in education, health care, building and construction. His research has been supported by National Research Foundation, Temasek Trust Funded Millennium Foundation and other public and private sectors in Singapore. He has published over 200 papers in peer-reviewed international journals and conferences and also has edited 8 books or 5 journal special issues. He has served the roles as Associate Editors or Editorial Boards with several leading journals. He has co-invented 6 patents granted. Part of his research innovations was exhibited in Museums or Science Centres locally or internationally. He has co-organised about 20 international conferences and given 60 keynotes or invited talks at various international conferences. He is General Chair of the 21st IEEE Symposium on Mixed and Augmented Reality (Oct 2022, Singapore) and General Co-chair of the 25th Conference on Medical Image Computing and Computer-Assisted Intervention (Sept 2022, Singapore). He was Co-president of the International Simulation and Gaming Association in 2008. He is currently Deputy Director of NTU's Centre of Augmented and Virtual Reality.
This book consists of chapters that present the state-of-the-art research on mixed reality, simulation and serious games with applications in four main educational topics: (1) K-12 STEAM Education; (2) Tertiary/Professional Education; (3) Special Needs Education; and (4) Cultural, Social & Museum Education. 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 mixed reality, simulations and serious games in various practices. The different approaches highlight challenges and potential solutions and provide future directions for mixed reality, simulation and serious games research, for the design of learning material and for implementation. 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 mixed reality, simulation and/or serious games intheir education.Chapter "e;Development of AR Interactive Components for Positive Behavioral Interventions and Supports"e; is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Erscheint lt. Verlag | 16.9.2023 |
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Reihe/Serie | Gaming Media and Social Effects | Gaming Media and Social Effects |
Zusatzinfo | VIII, 400 p. 171 illus., 148 illus. in color. |
Sprache | englisch |
Themenwelt | Schulbuch / Wörterbuch ► Unterrichtsvorbereitung ► Unterrichts-Handreichungen |
Informatik ► Software Entwicklung ► User Interfaces (HCI) | |
Informatik ► Theorie / Studium ► Künstliche Intelligenz / Robotik | |
Sozialwissenschaften ► Pädagogik | |
Technik | |
Schlagworte | augmented reality • dynamic geometry software • Educational Simulations • Immersive Visualization • interactive media • mixed reality • Serious Games • Special Needs Education • Virtual Reality • virtual training |
ISBN-10 | 981-99-4958-0 / 9819949580 |
ISBN-13 | 978-981-99-4958-8 / 9789819949588 |
Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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