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Book
ImmersiveMe '15 : proceedings of the 3rd International Workshop on Immersive Media Experiences : October 30, 2015, Brisbane, Australia
Author:
ISBN: 1450337457 Year: 2015 Publisher: New York : ACM,


Book
2016 IEEE Virtual Humans and Crowds for Immersive Environments : 20-20 March 2016, Greenville, S.C., USA
Authors: ---
ISBN: 1509008292 1509008306 Year: 2016 Publisher: Piscataway, New Jersey : Institute of Electrical and Electronics Engineers,


Book
3DCVE : 2018 IEEE fourth VR International Workshop on Collaborative Virtual Environments : 19 March 2018, Reutlingen, Germany
Author:
ISBN: 1538651327 1538651335 Year: 2018 Publisher: Piscataway, New Jersey : Institute of Electrical and Electronics Engineers,


Book
VHCIE : 2019 IEEE Virtual Humans and Crowds for Immersive Environments : 24th of March 2019, Osaka, Japan
Authors: --- --- ---
ISBN: 1728132193 1728132207 Year: 2019 Publisher: Piscataway, New Jersey : Institute of Electrical and Electronics Engineers,


Book
Teaching Health Care in Virtual Space : Best Practices for Educators in Multi-User Virtual Environments
Author:
ISBN: 0824882520 0824858034 0824858018 082485800X Year: 2016 Publisher: Honolulu : University of Hawaiʻi Press,

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Abstract

Teaching Health Care in Virtual Space is the first “how-to” manual for health educators on the instructional use of three-dimensional, computer-generated virtual environments that can be inhabited simultaneously by many participants; commonly called “multi-user virtual learning environments” or MUVE. Based on her experience supervising more than 400 learning activities in Second Life®—as of 2014, the largest public (free) MUVE—Dr. Estelle Codier has written a step-by-step handbook for novice and experienced MUVE teachers alike. The book provides those new to virtual teaching with specific steps to assess their own instructional readiness, guidance for assessing student and class readiness, as well as detailed descriptions of problem prevention and solutions. The text is accompanied by lively case studies of both success and failure in virtual learning environments. Inspiring stories of student learning illustrate the power of MUVE to transform health care education. This innovative handbook presents an extended discussion of the pedagogical advantages for learning in multi-user virtual environments, along with a history of learning in Second Life®. The text includes an appendix of supporting materials for MUVE learning activities: evaluation grids, grading matrices, syllabus descriptions, and detailed orientation materials for both faculty and students. While the sample learning activities were designed for nurses, instructors in other disciplines could easily adapt them for use in any MUVE setting.


Book

Book
2016 IEEE Third VR International Workshop on Collaborative Virtual Environments : 20-20 March 2016, Greenville, SC, USA
Authors: ---
ISBN: 1509021388 1509021396 Year: 2016 Publisher: Piscataway, New Jersey : Institute of Electrical and Electronics Engineers,


Book
Information dynamics in virtual worlds : gaming and beyond
Author:
ISBN: 1780632746 1843346419 9781780632742 9781843346418 9781843346418 Year: 2011 Publisher: Chandos Publishing ; Woodhead Publishing Limited : Oxford, [England] : Cambridge, [England],

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Abstract

Presents a broad examination of the nature of virtual worlds and the potential they provide in managing and expressing information practices through that medium, grounding information professionals and students of new media in the fundamental elements of virtual worlds and online gaming. The book details the practical issues in finding and using information in virtual environments and presents a general theory of librarianship as it relates to virtual gaming worlds. It is encompassed by a set of best practice methods that libraries can effectively execute in their own environments, meeting the


Book
Designing adaptive virtual worlds
Authors: --- --- --- ---
ISBN: 3110367653 3110367661 3110399210 9783110367669 Year: 2014 Publisher: De Gruyter

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Abstract

Designing adaptive virtual worlds takes the design of places for education, entertainment, online communities, business, and cultural activities in 3D virtual worlds to a new level. The place metaphor provides a rich source of styles and examples for designing in 3D virtual worlds. This book is one of the first design books in the field showing how those styles can be captured in a design grammar so that unique places can be created through computational agents responding to the changing needs of the people in the virtual world. Applying the techniques introduced in this book has immediate implications on the design of games and functional places in existing virtual world platforms such as Second Life, OpenSim and Active Worlds as well as future virtual worlds in which the boundaries between digital and physical environments blur.

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