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3D technology is not new; research on 3D started back in early 1960s. But unlike in previous times, 3D technology has now rapidly entered our daily life from cinema to office to home. Using 3D for education is a new yet challenging task. This book will present several innovative efforts using 3D for immersive and interactive learning covering a wide spectrum of education including gifted program, normal (technical) stream, and special needs education. The book will also share experience on curriculum-based 3D learning in classroom setting and co-curriculum-based 3D student research projects. The book is organized as follows. Chapter 1 introduces the fundamentals of 3D educational technology and their applications in immersive and interactive learning. Chapter 2 discusses the use of virtual reality in teaching and learning of Molecular Biology. Chapter 3 presents the daVinci Lab @ River Valley High School. Chapter 4 describes the 3D education development process. Chapter 5 studies the adaption 3D system for learning gains in lower secondary normal (technical) stream. Chapter 6 investigates the effects of virtual reality technology on spatial visualization skills. Chapter 7 showcases a sabbatical program for students to use 3D for Science, Technology, Engineering and Mathematics (STEM) learning. Chapter 8 shares the use of 3D virtual pink dolphin to assist special education. The foreword of this book is written by Dr Cheah Horn Mun, Director, Education Technology Division, Ministry of Education, Singapore.
Computer animation. --- Computer games -- Programming. --- Computer graphics. --- Virtual reality in education --- Three-dimensional imaging --- Education --- Social Sciences --- Education, Special Topics --- Theory & Practice of Education --- Displays in education. --- Three-dimensional display systems. --- Educational technology. --- Instructional technology --- Technology in education --- 3-D display systems --- 3D display systems --- Display systems, Three-dimensional --- Educational displays --- Education. --- User interfaces (Computer systems). --- Educational Technology. --- Signal, Image and Speech Processing. --- User Interfaces and Human Computer Interaction. --- Technology --- Educational innovations --- Instructional systems --- Teaching --- Information display systems --- Exhibitions --- Aids and devices --- Computer science. --- Informatics --- Science --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Training --- Signal processing. --- Image processing. --- Speech processing systems. --- Processing, Signal --- Information measurement --- Signal theory (Telecommunication) --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Computational linguistics --- Electronic systems --- Information theory --- Modulation theory --- Oral communication --- Speech --- Telecommunication --- Singing voice synthesizers --- Pictorial data processing --- Picture processing --- Processing, Image --- Imaging systems --- Optical data processing
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3D technology is not new; research on 3D started back in early 1960s. But unlike in previous times, 3D technology has now rapidly entered our daily life from cinema to office to home. Using 3D for education is a new yet challenging task. This book will present several innovative efforts using 3D for immersive and interactive learning covering a wide spectrum of education including gifted program, normal (technical) stream, and special needs education. The book will also share experience on curriculum-based 3D learning in classroom setting and co-curriculum-based 3D student research projects. The book is organized as follows. Chapter 1 introduces the fundamentals of 3D educational technology and their applications in immersive and interactive learning. Chapter 2 discusses the use of virtual reality in teaching and learning of Molecular Biology. Chapter 3 presents the daVinci Lab @ River Valley High School. Chapter 4 describes the 3D education development process. Chapter 5 studies the adaption 3D system for learning gains in lower secondary normal (technical) stream. Chapter 6 investigates the effects of virtual reality technology on spatial visualization skills. Chapter 7 showcases a sabbatical program for students to use 3D for Science, Technology, Engineering and Mathematics (STEM) learning. Chapter 8 shares the use of 3D virtual pink dolphin to assist special education. The foreword of this book is written by Dr Cheah Horn Mun, Director, Education Technology Division, Ministry of Education, Singapore.
Computer assisted instruction --- Audiovisual methods --- Teaching --- Computer science --- Computer. Automation --- beeldverwerking --- interactief onderwijs --- onderwijstechnologie --- computers --- informatica --- onderwijs --- computerondersteund onderwijs --- computerkunde --- moleculaire biologie --- signaalverwerking
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This book presents a collection of state of the art research on GPU Computing and Application. The major part of this book is selected from the work presented at the 2013 Symposium on GPU Computing and Applications held in Nanyang Technological University, Singapore (Oct 9, 2013). Three major domains of GPU application are covered in the book including (1) Engineering design and simulation; (2) Biomedical Sciences; and (3) Interactive & Digital Media. The book also addresses the fundamental issues in GPU computing with a focus on big data processing. Researchers and developers in GPU Computing and Applications will benefit from this book. Training professionals and educators can also benefit from this book to learn the possible application of GPU technology in various areas.
Engineering. --- Signal, Image and Speech Processing. --- Numeric Computing. --- Computational Science and Engineering. --- Electronic data processing. --- Computer science. --- Ingénierie --- Informatique --- Electrical & Computer Engineering --- Engineering & Applied Sciences --- Electrical Engineering --- Telecommunications --- Applied Physics --- Graphics processing units --- Image processing --- Programming. --- Digital techniques. --- Digital image processing --- GPUs (Graphics processing units) --- Graphics engines --- Graphics processors --- Visual processing units --- Numerical analysis. --- Computer mathematics. --- Digital electronics --- Computer graphics --- Informatics --- Science --- ADP (Data processing) --- Automatic data processing --- Data processing --- EDP (Data processing) --- IDP (Data processing) --- Integrated data processing --- Computers --- Office practice --- Automation --- Signal processing. --- Image processing. --- Speech processing systems. --- Computer mathematics --- Electronic data processing --- Mathematics --- Mathematical analysis --- Computational linguistics --- Electronic systems --- Information theory --- Modulation theory --- Oral communication --- Speech --- Telecommunication --- Singing voice synthesizers --- Pictorial data processing --- Picture processing --- Processing, Image --- Imaging systems --- Optical data processing --- Processing, Signal --- Information measurement --- Signal theory (Telecommunication)
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This book presents a collection of state of the art research on GPU Computing and Application. The major part of this book is selected from the work presented at the 2013 Symposium on GPU Computing and Applications held in Nanyang Technological University, Singapore (Oct 9, 2013). Three major domains of GPU application are covered in the book including (1) Engineering design and simulation; (2) Biomedical Sciences; and (3) Interactive & Digital Media. The book also addresses the fundamental issues in GPU computing with a focus on big data processing. Researchers and developers in GPU Computing and Applications will benefit from this book. Training professionals and educators can also benefit from this book to learn the possible application of GPU technology in various areas.
Numerical analysis --- Mathematics --- Computer science --- Computer. Automation --- DIP (documentimage processing) --- beeldverwerking --- spraaktechnologie --- computers --- informatica --- informaticaonderzoek --- numerieke analyse --- signaalverwerking
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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.
Computer assisted instruction --- Audiovisual methods --- Programming --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- neuronale netwerken --- fuzzy logic --- cybernetica --- onderwijstechnologie --- informatica --- computerondersteund onderwijs --- KI (kunstmatige intelligentie) --- interfaces
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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.
Computer simulation. --- Computer games. --- Computer modeling --- Computer models --- Modeling, Computer --- Models, Computer --- Simulation, Computer --- Engineering. --- User interfaces (Computer systems). --- Computer science --- Computer mathematics. --- Educational technology. --- Computational intelligence. --- Computational Intelligence. --- User Interfaces and Human Computer Interaction. --- Mathematical Applications in Computer Science. --- Educational Technology. --- Mathematics. --- Intelligence, Computational --- Artificial intelligence --- Soft computing --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Teaching --- Computer mathematics --- Discrete mathematics --- Electronic data processing --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Construction --- Industrial arts --- Aids and devices --- Mathematics --- Application software --- Electronic games --- Electromechanical analogies --- Mathematical models --- Simulation methods --- Model-integrated computing --- Computer science. --- Education. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Training --- Informatics --- Science --- Education --- Computer science—Mathematics. --- Simulation games.
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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.
Computer assisted instruction --- Audiovisual methods --- Teaching --- Applied physical engineering --- Computer science --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- neuronale netwerken --- fuzzy logic --- cybernetica --- onderwijstechnologie --- serious games --- computers --- informatica --- onderwijs --- computerondersteund onderwijs --- KI (kunstmatige intelligentie) --- ingenieurswetenschappen --- kalligrafie --- computerkunde
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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 reality in education --- Computer games --- Engineering. --- Education. --- Computer science. --- Computer simulation. --- Computational Intelligence. --- Educational Technology. --- User Interfaces and Human Computer Interaction. --- Simulation and Modeling. --- Computer modeling --- Computer models --- Modeling, Computer --- Models, Computer --- Simulation, Computer --- Electromechanical analogies --- Mathematical models --- Simulation methods --- Model-integrated computing --- Informatics --- Science --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Construction --- Industrial arts --- Technology --- Education --- Computational intelligence. --- Educational technology. --- User interfaces (Computer systems). --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Instructional technology --- Technology in education --- Educational innovations --- Instructional systems --- Intelligence, Computational --- Artificial intelligence --- Soft computing --- Aids and devices
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Computer games --- Application software --- Electronic games --- Internet games --- Television games --- Videogames --- Games --- Video games
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