Extended Reality In Education

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  extended reality in education: Methodologies and Use Cases on Extended Reality for Training and Education Correia, Anacleto, Viegas, Vitor, 2022-06-24 Extended reality has been applied in training and educational settings to transform teaching and learning experiences through immersive environments. The incorporation of extended reality into classrooms and training sessions can provide students and trainees with more meaningful learning and training experiences by increasing their motivation. Besides being able to be used in the classroom to illustrate complex concepts, simulations, and scenarios, extended reality has numerous applications in professional training to discover solutions to problems to learn how to respond to dangerous circumstances without putting their own life or the lives of others at risk. Methodologies and Use Cases on Extended Reality for Training and Education presents the forefront of research regarding the integration of extended reality in training and educational programs and establishes the foundations for course design, program development, and institutions’ training and education policy planning. It provides an overall approach to extended reality in education without failing to mention applications of using extended reality in institutions of different levels of education. Covering topics such as 3D visualization, student perceptions, and laboratory virtualization, this premier reference source is a dynamic resource for instructional designers, curriculum developers, program developers, faculty and administers of both K-12 and higher education, educational software developers, educators, pre-service teachers, teacher educators, government officials, researchers, and academicians.
  extended reality in education: Virtual Reality, Augmented Reality and Artificial Intelligence in Special Education Ange Anderson, 2019-03-20 New technologies and ongoing developments in the fields of Virtual reality, augmented reality and artificial intelligence are changing the ways in which we facilitate learning. Recognising the positive role these technologies can play in the learning and progress of students assessed as having special educational needs, this practical guide explains the characteristics, benefits, risks and potential applications of new technologies in the classroom. An innovative and timely resource, Virtual Reality, Augmented Reality and Artificial Intelligence in Special Education offers a background in the evidence-based theory and practice of using new technologies in an educational context. Accessible and free of complex jargon, chapters provide information on the development, intended uses and most current terminology used in relation to technologies, and explains how modern equipment, approaches and possibilities can be used to promote improved communication skills, independent learning and heightened self-esteem amongst students diagnosed with SEND. Offering a wealth of practical tips, downloadable resources and ideas for engaging with technology in the classroom, the text will support teachers to ensure that students can benefit from exciting technological advances and learn to use them appropriately. Demystifying a complex and varied field, this practical resource will inspire and inform teachers, SENCOs and practitioners working with children and students with SEND as they harness the use of technology in the classroom.
  extended reality in education: Emerging Trends and Impacts of the Internet of Things in Libraries Holland, Barbara, 2020-06-26 Over the years, new IT approaches have manifested, including digital transformation, cloud computing, and the internet of things (IoT). They have had a profound impact on the population, including libraries. Many organizations can save on their IT budget by adopting these new approaches because they provide technology in easier ways, often at lower costs and to the benefit of users. Emerging Trends and Impacts of the Internet of Things in Libraries is a critical research publication that explores advancing technologies, specifically the internet of things, and their applications within library settings. Moreover, the book will provide insights and explore case studies on smart libraries. Featuring a wide range of topics such as smart technology, automation, and robotics, this book is ideal for librarians, professionals, academicians, computer scientists, researchers, and students working in the fields of library science, information and communication sciences, and information technology.
  extended reality in education: Emerging Advancements for Virtual and Augmented Reality in Healthcare Coelho, Luis Pinto, Queirós, Ricardo, Reis, Sara Seabra, 2021-12-10 Within the last few years, devices that are increasingly capable of offering an immersive experience close to reality have emerged. As devices decrease in size, the interest and application possibilities for them increase. In the healthcare sector, there is an enormous potential for virtual reality development, as this technology allows, on the one hand, the execution of operations or processes at a distance, decoupling realities; and on the other hand, it offers the possibility of simulation for training purposes, whenever there are contexts of risk to the patient or to the health professional. However, virtual reality devices and immersion in virtual environments still requires some improvement as complaints such as headaches and nausea are still common among users, and so continuous research and development is critical to progress the technology. Emerging Advancements for Virtual and Augmented Reality in Healthcare synthesizes the trends, best practices, methodologies, languages, and tools used to implement virtual reality and create a positive user experience while also discussing how to implement virtual reality into day-to-day work with a focus on healthcare professionals and related areas. The application possibilities and their impact are transversal to all areas of health and fields such as education, training, surgery, pain management, physical rehabilitation, stroke rehabilitation, phobia therapy, and telemedicine. Covering topics such as mental health treatment and virtual simulations, it is ideal for medical professionals, engineers, computer scientists, researchers, practitioners, managers, academicians, teachers, and students.
  extended reality in education: Augmented Reality in Education Vladimir Geroimenko, 2020-05-26 This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool. The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education. Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.
  extended reality in education: Virtual, Augmented, and Mixed Realities in Education Dejian Liu, Chris Dede, Ronghuai Huang, John Richards, 2017-11-13 This book describes the current state of the art of various types of immersive learning: in research, in practice, and in the marketplace. It discusses advanced approaches in the design and development for various forms of immersive learning environments, and also the emerging innovations in assessment and research in the field. In addition, it demonstrates the opportunities and challenges in implementing advances in VR and immersion at scale in formal and informal learning. We are living in a time of rapid advances in terms of both the capabilities and the cost of virtual reality, multi-user virtual environments, and various forms of mixed reality. These new media potentially offer extraordinary opportunities for enhancing both motivation and learning across a range of subject areas, student developmental levels, and educational settings. With the development of practical and affordable virtual reality and mixed reality, people now have the chance to experience immersive learning both in classrooms and informally in homes, libraries, and community centers. The book appeals to a broad readership including teachers, administrators, scholars, policy makers, instructional designers, evaluators and industry leaders.
  extended reality in education: Instructional Guidance Slava Kalyuga, 2015-05-01 The book explores a cognitive load perspective on instructional guidance. Cognitive load theory is focused on instructional design implications and prescriptions that flow from human cognitive architecture, and it has become one of the leading theories of instructional design. According to this theoretical perspective, the purpose of instructional guidance is to reduce learner potential cognitive overload by providing appropriate information in the right time and in a suitable format. As the learner’s level of prior knowledge is considered as the main factor influencing this decision, the effect of learner prior knowledge on effectiveness of instructional methods (the expertise reversal effect in cognitive load theory) provides the basic framework for the book. The fully-guided direct instruction and minimally-guided inquiry (discovery or exploratory) learning are often discussed in instructional psychology literature as examples of approaches with opposed degrees of guidance provided to the learners. This book considers the whole range of the levels of guidance (including intermediate levels) and approaches the problem of balancing learner guidance from a cognitive load perspective. The significance of this approach is in applying our current knowledge of human cognitive architecture to develop an integrated instructional approach bringing together the best features and advantages of direct instruction and inquiry learning. Both direct instruction and inquiry learning approaches have been around for long time, and their proponents can produce evidence of their effectiveness. This evidence needs to be treated within the context of appropriate learning goals in specific instructional settings for specific types of learners. This book provides an unbiased theoretical framework for managing learner instructional guidance and working principles for selecting appropriate levels and methods of instructional guidance (e.g., sequences of exploratory problems and explicit instruction; forms and levels of embedded guidance; and adapting methodologies) optimal for learners at different levels of prior knowledge.
  extended reality in education: Virtual and Augmented Reality (VR/AR) Ralf Doerner, Wolfgang Broll, Paul Grimm, Bernhard Jung, 2022-01-12 This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study. Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.
  extended reality in education: Innovative Learning Environments in STEM Higher Education Jungwoo Ryoo, Kurt Winkelmann, 2021-03-11 As explored in this open access book, higher education in STEM fields is influenced by many factors, including education research, government and school policies, financial considerations, technology limitations, and acceptance of innovations by faculty and students. In 2018, Drs. Ryoo and Winkelmann explored the opportunities, challenges, and future research initiatives of innovative learning environments (ILEs) in higher education STEM disciplines in their pioneering project: eXploring the Future of Innovative Learning Environments (X-FILEs). Workshop participants evaluated four main ILE categories: personalized and adaptive learning, multimodal learning formats, cross/extended reality (XR), and artificial intelligence (AI) and machine learning (ML). This open access book gathers the perspectives expressed during the X-FILEs workshop and its follow-up activities. It is designed to help inform education policy makers, researchers, developers, and practitioners about the adoption and implementation of ILEs in higher education.
  extended reality in education: Extended Reality in Practice Bernard Marr, 2021-07-26 WINNER AT THE BUSINESS BOOK AWARDS 2022 - SPECIALIST BUSINESS BOOK CATEGORY. As one of the leading business trends today, extended reality (XR) promises to revolutionize the way consumers experience their encounters with brands and products of all kinds. Top brands from Pepsi and Uber to Boeing and the U.S. Army are creating immersive digital experiences that capture the interest and imaginations of their target markets. In Extended Reality in Practice: 100+ Amazing Ways Virtual, Augmented and Mixed Reality are Changing Business and Society, celebrated futurist, technologist, speaker, and author Bernard Marr delivers a robust and accessible explanation of how all kinds of firms are developing innovative XR solutions to business problems. You’ll discover the new ways that companies are harnessing virtual, augmented, and mixed reality to improve consumers’ perception of their brands. You’ll also find out why there are likely to be no industries that will remain untouched by the use of XR, and why these technologies are popular across the commercial, governmental, and non‑profit spectrums. Perfect for Chief Executive Officers, business owners, leaders, managers, and professionals working in business development, Extended Reality in Practice will also earn a place in the libraries of professionals working within innovation teams seeking an accessible resource on the possibilities and potential created by augmented, virtual, and mixed reality technologies. An insightful exploration of extended reality from a renowned thought leader, technologist, and futurist Extended Reality in Practice: 100+ Amazing Ways Virtual, Augmented and Mixed Reality are Changing Business and Society offers readers a front-row seat to one of the most exciting and impactful business trends to find traction in years. Celebrated futurist and author Bernard Marr walks you through the ins and outs of XR, or extended reality, and how it promises to revolutionize everything from the experience of walking through an airport or shopping mall to grabbing a burger at a fast-food restaurant. Discover insightful and illuminating case studies from businesses and organizations in a variety of industries, including Burger King, BMW, Boeing, and the U.S. Army, and see how they’re turning virtual, mixed, and augmented reality experiences into big wins for their stakeholders. You’ll also find out about how XR can help businesses tackle the problems of lackluster engagement and lukewarm customer loyalty with reinvigorated consumer experiences. Ideal for executives, founders, business leaders and owners, and professionals of all sorts, Extended Reality in Practice is an indispensable guide to an indispensable new technology. The book is the leading resource for anyone seeking a one-stop reference for augmented, virtual, and mixed reality tech and their limitless potential for enterprise.
  extended reality in education: Comprehensive Healthcare Simulation: InterProfessional Team Training and Simulation John T. Paige, Shirley C. Sonesh, Deborah D. Garbee, Laura S. Bonanno, 2020-01-31 This book focuses on InterProfessional (IP) Team Training and Simulation, from basic concepts to the practical application of IP in different healthcare settings. It thoroughly and comprehensively covers the role of simulation in healthcare, human factors in healthcare, challenges to conducting simulation-based IP, logistics, and applications of simulation-based IP in clinical practice. Supplemented by high-quality figures and tables, readers are introduced to the different simulation modalities and technologies employed in IP team training and are guided on the use of simulation within IP teams. Part of the authoritative Comprehensive Healthcare Simulation Series, InterProfessional Team Training and Simulation can be used in training for a variety of learners, including medical students, residents, practicing physicians, nurses, and health-related professionals.
  extended reality in education: Augmented Reality Dieter Schmalstieg, Tobias Hollerer, 2016-06-01 Today’s Comprehensive and Authoritative Guide to Augmented Reality By overlaying computer-generated information on the real world, augmented reality (AR) amplifies human perception and cognition in remarkable ways. Working in this fast-growing field requires knowledge of multiple disciplines, including computer vision, computer graphics, and human-computer interaction. Augmented Reality: Principles and Practice integrates all this knowledge into a single-source reference, presenting today’s most significant work with scrupulous accuracy. Pioneering researchers Dieter Schmalstieg and Tobias Höllerer carefully balance principles and practice, illuminating AR from technical, methodological, and user perspectives. Coverage includes Displays: head-mounted, handheld, projective, auditory, and haptic Tracking/sensing, including physical principles, sensor fusion, and real-time computer vision Calibration/registration, ensuring repeatable, accurate, coherent behavior Seamless blending of real and virtual objects Visualization to enhance intuitive understanding Interaction–from situated browsing to full 3D interaction Modeling new geometric content Authoring AR presentations and databases Architecting AR systems with real-time, multimedia, and distributed elements This guide is indispensable for anyone interested in AR, including developers, engineers, students, instructors, researchers, and serious hobbyists.
  extended reality in education: Living and Learning with New Media Mizuko Ito, Heather A. Horst, Matteo Bittanti, Danah Boyd, Becky Herr Stephenson, 2009-06-05 This report summarizes the results of an ambitious three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. It offers a condensed version of a longer treatment provided in the book Hanging Out, Messing Around, and Geeking Out (MIT Press, 2009). The authors present empirical data on new media in the lives of American youth in order to reflect upon the relationship between new media and learning. In one of the largest qualitative and ethnographic studies of American youth culture, the authors view the relationship of youth and new media not simply in terms of technology trends but situated within the broader structural conditions of childhood and the negotiations with adults that frame the experience of youth in the United States. The book that this report summarizes was written as a collaborative effort by members of the Digital Youth Project, a three-year research effort funded by the John D. and Catherine T. MacArthur Foundation and conducted at the University of California, Berkeley, and the University of Southern California. John D. and Catherine T. MacArthur Reports on Digital Media and Learning
  extended reality in education: Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality Tyagi, Amit Kumar, 2021-01-08 Augmented and virtual reality (AR and VR) offer exciting opportunities for human computer interaction (HCI), the enhancement of places, and new business cases. Though VR is most popular for video games, especially among younger generations, AR and VR can also be used in applications that include military, medical, navigational, tourism, marketing, and maintenance uses. Research in these technologies along with 3D user interfaces has gained momentum in recent years and has solidified it as a staple technology for the foreseeable future. Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality includes a collection of business case studies covering a variety of topics related to AR, VR, and mixed reality (MR) including their use in possible applications. This book also touches on the diverse uses of AR and VR in many industries and discusses their importance, challenges, and opportunities. While discussing the use these technologies in sectors such as education, healthcare, and computer science, this book is ideal for computer scientists, engineers, practitioners, stakeholders, researchers, academicians, and students who are interested in the latest research on augmented, mixed, and virtual reality.
  extended reality in education: Emerging Concepts in Technology-Enhanced Language Teaching and Learning Wen Jia, 2021-10 By exploring the recent development of new technologies for language teaching and learning, this book to provides an academic source of state-of-the-arts research among Technology-Enhanced Language Teaching and Learning (TELTL) scholars and practitioners to gain insights into and synergy of the theories, pedagogies, technological design and evaluation of TELTL environments for comprehending the trend and strategies of the new digital era as well as investigate the possibility of future TELTL research direction--
  extended reality in education: Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education Akcayir, Gokce, Demmans Epp, Carrie, 2020-10-23 Augmented reality (AR) and virtual reality (VR) provide flexibility in education and have become widely used for the promotion of multimedia learning. This use coincides with mobile devices becoming prevalent, VR devices becoming more affordable, and the creation of user-friendly software that allows the development of AR/VR applications by non-experts. However, because the integration of AR and VR into education is a fairly new practice that is only in its initial stage, these processes and outcomes need to be improved. Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education is an essential research book that presents current practices and procedures from different technology-implementation stages (design, deployment, and evaluation) to help educators use AR/VR applications in their own teaching practices. The book provides comprehensive information on AR and VR applications in different educational settings from various perspectives including but not limited to mobile learning, formal/informal learning, and integration strategies with practical and/or theoretical implications. Barriers and challenges to their implementation that are currently faced by educators are also addressed. This book is ideal for academicians, instructors, curriculum designers, policymakers, instructional designers, researchers, education professionals, practitioners, and students.
  extended reality in education: Creating Augmented and Virtual Realities Erin Pangilinan, Steve Lukas, Vasanth Mohan, 2019-03-18 Despite popular forays into augmented and virtual reality in recent years, spatial computing still sits on the cusp of mainstream use. Developers, artists, and designers looking to enter this field today have few places to turn for expert guidance. In this book, Erin Pangilinan, Steve Lukas, and Vasanth Mohan examine the AR and VR development pipeline and provide hands-on practice to help you hone your skills. Through step-by-step tutorials, you’ll learn how to build practical applications and experiences grounded in theory and backed by industry use cases. In each section of the book, industry specialists, including Timoni West, Victor Prisacariu, and Nicolas Meuleau, join the authors to explain the technology behind spatial computing. In three parts, this book covers: Art and design: Explore spatial computing and design interactions, human-centered interaction and sensory design, and content creation tools for digital art Technical development: Examine differences between ARKit, ARCore, and spatial mapping-based systems; learn approaches to cross-platform development on head-mounted displays Use cases: Learn how data and machine learning visualization and AI work in spatial computing, training, sports, health, and other enterprise applications
  extended reality in education: Virtual, Augmented and Mixed Reality Jessie Y. C. Chen, Gino Fragomeni, 2021-07-03 This book constitutes the refereed proceedings of the 13th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2021, held virtually as part of the 23rd HCI International Conference, HCII 2021, in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 47 papers included in this volume were organized in topical sections as follows: designing and evaluating VAMR environments; multimodal and natural interaction in VAMR; head-mounted displays and VR glasses; VAMR applications in design, the industry and the military; and VAMR in learning and culture.
  extended reality in education: Virtual and Augmented Reality in Education, Art, and Museums Guazzaroni, Giuliana, Pillai, Anitha S., 2019-11-22 Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.
  extended reality in education: Handbook of Research on Knowledge and Organization Systems in Library and Information Science Holland, Barbara Jane, 2021-06-25 Due to changes in the learning and research environment, changes in the behavior of library users, and unique global disruptions such as the COVID-19 pandemic, libraries have had to adapt and evolve to remain up-to-date and responsive to their users. Thus, libraries are adding new, digital resources and services while maintaining most of the old, traditional resources and services. New areas of research and inquiry in the field of library and information science explore the applications of machine learning, artificial intelligence, and other technologies to better serve and expand the library community. The Handbook of Research on Knowledge and Organization Systems in Library and Information Science examines new technologies and systems and their application and adoption within libraries. This handbook provides a global perspective on current and future trends concerning library and information science. Covering topics such as machine learning, library management, ICTs, blockchain technology, social media, and augmented reality, this book is essential for librarians, library directors, library technicians, media specialists, data specialists, catalogers, information resource officers, administrators, IT consultants and specialists, academicians, and students.
  extended reality in education: Learning in 3D Karl M. Kapp, Tony O'Driscoll, 2009-12-30 Praise for Learning in 3D Learning is the key to our future and powerful learning will result from immersive, interactive, and creative 3D designs. Tony O'Driscoll and Karl Kapp have written a disruptive book about a disruptive technology that we all need to explore. This is a must read! Elliott Masie, chair, The LearningCONSORTIUM Karl Kapp and Tony O'Driscoll are, amazingly, both the best theorists and practitioners in using virtual worlds in every type of educational venue. Many will love their vision, but I am more hooked on their practicality and hand-holding. Clark Aldrich, author, Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction Kapp and O'Driscoll nailed it. The right balance of case studies, theories and practical advice for any organization pursing the use of virtual worlds for learning. If you are interested in virtual worlds for learning and collaboration, this book is for you. David A. Manning, managing partner, Performance Development Group The big contribution of Learning in 3D is that it provides research informed guidance and practical tips and techniques for using 3D virtual environments to achieve real business results...the case studies are outstanding. Lisa Clune, president, Kaplan EduNeering As the world makes its way through a period of significant change, Learning in 3D couldn't come at a better time. Today, organizations and individuals are being challenged to make the most of learning collaboratively. This book stimulates our thinking on how to maximize the impact of technology, while providing a practical blueprint with 'revolutionary' examples of how to bring a new dimension to learning. John Malitoris, regional managing director, Duke Corporate Education Tony O'Driscoll and Karl Kapp remind us that learning is the fourth dimension and the one that really counts in collaboration. A must-read for the future of learning in environments virtual and otherwise. Cathy Davidson, Ruth F. DeVarney Professor of English at Duke University and co-director HASTAC/MacArthur Foundation Digital Media and Learning Competition.
  extended reality in education: Computational Thinking for Problem Solving and Managerial Mindset Training Dall'Acqua, Luisa, 2021-06-25 The cultural, social, and economic history of mankind is characterized by a succession of needs and problems that have stimulated the invention of operational and conceptual tools to facilitate their solution. The continuous presentation of new needs, an attempt to improve partial solutions to old problems, curiosity, and the disinterested search for knowledge then constituted the fundamental push for scientific, cultural, economic, and social progress. In an increasingly digital society, where software technological tools permeate daily life and, consequently, change the management of reality, mastering of transversal skills is crucial for success. Computational thinking is a set of transversal skills related to the foundations of computer science as a scientific discipline and means a mastering to the process of solving problems. The goal of computational thinking is to acquire interpretative perspectives of reality, which allows one to read the digital experience competently and responsibly. Computational Thinking for Problem Solving and Managerial Mindset Training explores how individuals can be trained into managerial mindsets through computational thinking and computer science. It explores how computer science can be used as a valid guideline to develop skills such as effective soft skills, communication skills, and collaboration. Further, the chapters explore the adoption of computational thinking for individuals to gain managerial mindsets and successfully solve questions and problems in their domain of interest. This will include artificial intelligence applications, strategic thinking, management training, ethics, emergency managerial mindsets, and more. This book is valuable for managers, professionals, practitioners, researchers, academicians, and students interested in how computational thinking can be applied for the training of managerial mindsets.
  extended reality in education: Digital Anatomy Jean-François Uhl, Joaquim Jorge, Daniel Simões Lopes, Pedro F. Campos, 2021-05-14 This book offers readers fresh insights on applying Extended Reality to Digital Anatomy, a novel emerging discipline. Indeed, the way professors teach anatomy in classrooms is changing rapidly as novel technology-based approaches become ever more accessible. Recent studies show that Virtual (VR), Augmented (AR), and Mixed-Reality (MR) can improve both retention and learning outcomes. Readers will find relevant tutorials about three-dimensional reconstruction techniques to perform virtual dissections. Several chapters serve as practical manuals for students and trainers in anatomy to refresh or develop their Digital Anatomy skills. We developed this book as a support tool for collaborative efforts around Digital Anatomy, especially in distance learning, international and interdisciplinary contexts. We aim to leverage source material in this book to support new Digital Anatomy courses and syllabi in interdepartmental, interdisciplinary collaborations. Digital Anatomy – Applications of Virtual, Mixed and Augmented Reality provides a valuable tool to foster cross-disciplinary dialogues between anatomists, surgeons, radiologists, clinicians, computer scientists, course designers, and industry practitioners. It is the result of a multidisciplinary exercise and will undoubtedly catalyze new specialties and collaborative Master and Doctoral level courses world-wide. In this perspective, the UNESCO Chair in digital anatomy was created at the Paris Descartes University in 2015 (www.anatomieunesco.org). It aims to federate the education of anatomy around university partners from all over the world, wishing to use these new 3D modeling techniques of the human body.
  extended reality in education: Augmented Reality, Virtual Reality, and Computer Graphics Lucio Tommaso De Paolis, Patrick Bourdot, 2020-08-31 The 2-volume set LNCS 12242 and 12243 constitutes the refereed proceedings of the 7th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2020, held in Lecce, Italy, in September 2020.* The 45 full papers and 14 short papers presented were carefully reviewed and selected from 99 submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual reality, augmented reality, mixed reality, 3D reconstruction visualization, and applications in the areas of cultural heritage, medicine, education, and industry. * The conference was held virtually due to the COVID-19 pandemic.
  extended reality in education: Virtual & Augmented Reality For Dummies Paul Mealy, 2018-06-08 An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.
  extended reality in education: Ethics in Higher Education Maureen E. Squires, 2020 Higher education serves many purposes, one of which is to prepare college and university students with the knowledge, skills and dispositions necessary for employment. Some would argue that this is the primary and even sole purpose of collegiate education. However, many also contend that university education is intended to broaden students' minds and enable them to question, investigate and think critically in order to be productive and engaged citizens. Regardless of the lens through which higher education is viewed, within any of these purposes is the need for ethical practices in teaching, learning, student engagement, and overall operational structures. Truly, in every facet of university life, ethical practices exist. If institutions of higher education are the places where, in part, the global future is shaped, then it is imperative that these same organizations be the exemplars of ethical practices.The Practice of Ethics in Higher Education includes chapters that explore and examine topics such as teaching of ethics, ethical practices on campus, ethics of clinical practices, ethics and leadership in the academy, ethics in hiring practices at colleges/universities, ethics and campus-sponsored research, as well as other topics relevant to higher education. In addition to drawing attention to the successes and challenges regarding ethical practices in higher education, this book aims to encourage future research initiatives and collaborations.
  extended reality in education: Handbook of Research on Fostering Student Engagement With Instructional Technology in Higher Education Alqurashi, Emtinan, 2019-10-11 Student engagement relies on the students and their willingness to participate in the learning process and can be enhanced through the application of various technologies within learning environments. However, strategies for implementing these technologies need research and development to be implemented effectively. The Handbook of Research on Fostering Student Engagement With Instructional Technology in Higher Education is a comprehensive academic publication that focuses on the engagement of learners with academics in higher education and especially how this engagement can be fostered with the integration of new technologies. Featuring an array of topics such as gamification, digital literacy, and social networking, this book is ideal for instructors, educators, administrators, curriculum developers, instructional designers, IT consultants, educational software developers, researchers, academicians, and students.
  extended reality in education: Transdisciplinary Perspectives on Risk Management and Cyber Intelligence Dall'Acqua, Luisa, Gironacci, Irene Maria, 2020-08-28 The emergence of artificial intelligence has created a vast amount of advancements within various professional sectors and has transformed the way organizations conduct themselves. The implementation of intelligent systems has assisted with developing traditional processes including decision making, risk management, and security. An area that requires significant attention and research is how these companies are becoming accustomed to computer intelligence and applying this technology to their everyday practices. Transdisciplinary Perspectives on Risk Management and Cyber Intelligence is a pivotal reference source that provides vital research on the application of intelligent systems within various professional sectors as well as the exploration of theories and empirical findings. While highlighting topics such as decision making, cognitive science, and knowledge management, this publication explores the management of risk and uncertainty using training exercises, as well as the development of managerial intelligence competency. This book is ideally designed for practitioners, educators, researchers, policymakers, managers, developers, analysts, politicians, and students seeking current research on modern approaches to the analysis and performance of cyber intelligence.
  extended reality in education: Asian Data Privacy Laws Graham Greenleaf, 2014-10-16 The first work to examine data privacy laws across Asia, covering all 26 countries and separate jurisdictions, and with in-depth analysis of the 14 which have specialised data privacy laws. Professor Greenleaf demonstrates the increasing world-wide significance of data privacy and the international context of the development of national data privacy laws as well as assessing the laws, their powers and their enforcement against international standards. The book also contains a web link to an update to mid-2017.
  extended reality in education: Beyond Reality Kenneth J. Varnum, 2019-03-04 A perfect introduction to the topic, this book will encourage libraries to look beyond their own reality and adapt the ideas inside.
  extended reality in education: Embedding STEAM in Early Childhood Education and Care Caroline Cohrssen, Susanne Garvis, 2021-05-28 This book approaches STEAM (Science, Technology, Engineering, the Arts and Mathematics) in early childhood education from multiple angles. It focuses on the teaching and learning of children from two years of age to the early years of school. Proponents of STEAM describe how it can create opportunities for children to learn creatively, and various chapter authors make strong connections between discipline areas within the context of an informal curriculum. Others advocate for an integrated STEM, rather than STEAM, approach. With a light touch on theory and a focus on how to embed STE(A)M in an integrated early childhood curriculum, the editors and contributors examine the STEAM versus STEM question from multiple angles. The chapters provide helpful frameworks for parents, teachers and higher education institutions, and make practical suggestions of ways to support young children’s inquiry learning. Drawing on pedagogy and research from around the world, this book will be of interest to scholars of STEAM education, early childhood educators, students of early childhood education and parents of young children.
  extended reality in education: Extended Reality Usage During COVID 19 Pandemic Anitha S. Pillai, Giuliana Guazzaroni, 2022-01-24 This book explores the benefits to online teaching incorporating extended reality technologies both from a teacher’s and from a students’ perspective. As we are all aware, the COVID-19 pandemic has created a worldwide lock down which is clearly visible in individuals’ shifting behaviour as they are keeping away from public contact, large events, weddings, places of worship, public transportation, restaurant, flights, shopping malls, etc. People across the world have adopted to Work From Home (WFH) concept using digital technology. They are teaching, learning, conducting meetings, seminars, etc., using digital medium. As people were not allowed to go out and buy things, online shopping was in demand and extensible reality helped in marketing the products and customers could also have a better shopping experience. Gaming industry has always brought in many new games for children and adults. Healthcare sector also leveraged the benefits of this technology to the fullest extent. The use of augmented and virtual reality in art and museum is also highlighted. Our book presents the different sectors that have benefitted using this technology during this time of crisis. This book will be very useful for students, professionals and researchers working in the area of virtual, augmented or mixed reality. Our aim is to bring out the use of this technology during the COVID-19 pandemic so that the readers are exposed to the various applications of this technology.
  extended reality in education: Understanding Augmented Reality Alan B. Craig, 2013-04-26 Understanding Augmented Reality addresses the elements that are required to create augmented reality experiences. The technology that supports augmented reality will come and go, evolve and change. The underlying principles for creating exciting, useful augmented reality experiences are timeless. Augmented reality designed from a purely technological perspective will lead to an AR experience that is novel and fun for one-time consumption - but is no more than a toy. Imagine a filmmaking book that discussed cameras and special effects software, but ignored cinematography and storytelling! In order to create compelling augmented reality experiences that stand the test of time and cause the participant in the AR experience to focus on the content of the experience - rather than the technology - one must consider how to maximally exploit the affordances of the medium. Understanding Augmented Reality addresses core conceptual issues regarding the medium of augmented reality as well as the technology required to support compelling augmented reality. By addressing AR as a medium at the conceptual level in addition to the technological level, the reader will learn to conceive of AR applications that are not limited by today's technology. At the same time, ample examples are provided that show what is possible with current technology. - Explore the different techniques, technologies and approaches used in developing AR applications - Learn from the author's deep experience in virtual reality and augmented reality applications to succeed right off the bat, and avoid many of the traps that catch new developers and users of augmented reality experiences - Some AR examples can be experienced from within the book using downloadable software
  extended reality in education: The Love Hypothesis Ali Hazelwood, 2021-09-14 The Instant New York Times Bestseller and TikTok Sensation! As seen on THE VIEW! A BuzzFeed Best Summer Read of 2021 When a fake relationship between scientists meets the irresistible force of attraction, it throws one woman's carefully calculated theories on love into chaos. As a third-year Ph.D. candidate, Olive Smith doesn't believe in lasting romantic relationships--but her best friend does, and that's what got her into this situation. Convincing Anh that Olive is dating and well on her way to a happily ever after was always going to take more than hand-wavy Jedi mind tricks: Scientists require proof. So, like any self-respecting biologist, Olive panics and kisses the first man she sees. That man is none other than Adam Carlsen, a young hotshot professor--and well-known ass. Which is why Olive is positively floored when Stanford's reigning lab tyrant agrees to keep her charade a secret and be her fake boyfriend. But when a big science conference goes haywire, putting Olive's career on the Bunsen burner, Adam surprises her again with his unyielding support and even more unyielding...six-pack abs. Suddenly their little experiment feels dangerously close to combustion. And Olive discovers that the only thing more complicated than a hypothesis on love is putting her own heart under the microscope.
  extended reality in education: Transactions on Edutainment IV Zhigeng Pan, Xiaopeng Zhang, Adrian David Cheok, Wolfgang Müller, 2010-07-30 This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This volume contains a selection of 12 outstanding contributions from Edutainment 2010, the 5th Int. Conference on E-Learning and Games, held in China in August 2009. The main focus of these papers is on e-learning system and applications, game techniques for learning, and virtual reality techniques for entertainment. In addition, 10 regular papers are included, which focus on virtual reality and game systems for learning and animation and interaction for entertainment.
  extended reality in education: Medical and Surgical Education Georgios Tsoulfas, 2018-03-28 The last century has witnessed tremendous changes in the education and training system of medical students, as well as medical and surgical residents, in short, our future physicians. This has been the result of the changes in the educational philosophy, the technology, and the needs of our patients, just to name a few. The challenge is to learn more about the various systems in medical education throughout the world and identify advantages and disadvantages, a process from which we can all (and most importantly our patients) benefit from. This book is a compilation of the experiences, thoughts, and best-practice advice of a panel of international experts on medical and surgical education.
  extended reality in education: Augmented and Mixed Reality for Communities Joshua A. Fisher, 2021-07-14 Using mixed and augmented reality in communities is an emerging media practice that is reshaping how we interact with our cities and neighbors. From the politics of city hall to crosswalks and playgrounds, mixed and augmented reality will offer a diverse range of new ways to interact with our communities. In 2016, apps for augmented reality politics began to appear in app stores. Similarly, the blockbuster success of Pokémon Go illustrated how even forgotten street corners can become a magical space for play. In 2019, a court case in Milwaukee, Wisconsin, extended first amendment rights to augmented reality. For all the good that these emerging media provide, there will and have been consequences. Augmented and Mixed Reality for Communities will help students and practitioners navigate the ethical design and development of these kinds of experiences to transform their cities. As one of the first books of its kind, each chapter in the book prepares readers to contribute to the Augmented City. By providing insight into how these emerging media work, the book seeks to democratize the augmented and mixed reality space. Authors within this volume represent some of the leading scholars and practitioners working in the augmented and mixed reality space for civic media, cultural heritage, civic games, ethical design, and social justice. Readers will find practical insights for the design and development to create their own compelling experiences. Teachers will find that the text provides in-depth, critical analyses for thought-provoking classroom discussions.
  extended reality in education: Innovative language pedagogy report Tita Beaven, Fernando Rosell-Aguilar, 2021-03-22 The Innovative Language Pedagogy Report presents new and emerging approaches to language teaching, learning, and assessment in school, further education, and higher education settings. Researchers and practitioners provide 22 research-informed, short articles on their chosen pedagogy, with examples and resources. The report is jargon-free, written in a readable format, and covers, among others, gamification, open badges, comparative judgement, translanguaging, translation, learning without a teacher, and dialogue facilitation. It also includes technologies such as chatbots, augmented reality, automatic speech recognition, digital corpora, and LMOOCs, as well as pedagogical innovations around virtual exchange, digital storytelling, technology-facilitated oral homework, and TeachMeets.
  extended reality in education: Applying the Science of Learning Richard E. Mayer, 2011 This text explores the scientific relationship between learning, instruction, and assessment with a concise and bold approach. This text explores the science of learning, including the essentials of evaluating instruction, the research findings regarding the science of learning, and the possible prescriptions of that research. Written for both preservice and inservice educators who wish to better understand how and why students learn.
  extended reality in education: The Augmented Workforce Cathy Hackl, John Buzzell, 2021-05-25
EXTENDED Definition & Meaning - Merriam-Webster
The meaning of EXTENDED is drawn out in length especially of time. How to use extended in a sentence.

EXTENDED | English meaning - Cambridge Dictionary
He wants the extended version of "Return of the King" on video. The prime minister gave a special extended interview on …

Extended - definition of extended by The Free Dictionary
1. stretched or spread out. 2. continued or prolonged: an extended visit. 3. enlarged, as in scope or application: extended insurance coverage. 4. extensive: …

EXTENDED definition and meaning | Collins English Dictio…
If something happens for an extended period of time, it happens for a long period of time. Any child who receives dedicated teaching over an extended period is …

extended adjective - Definition, pictures, pronunciation and us…
long or longer than usual or expected. Want to learn more? Definition of extended adjective in Oxford Advanced Learner's Dictionary. Meaning, pronunciation, …

EXTENDED Definition & Meaning - Merriam-Webster
The meaning of EXTENDED is drawn out in length especially of time. How to use extended in a sentence.

EXTENDED | English meaning - Cambridge Dictionary
He wants the extended version of "Return of the King" on video. The prime minister gave a special extended interview on the radio news this morning . The weather won't improve until …

Extended - definition of extended by The Free Dictionary
1. stretched or spread out. 2. continued or prolonged: an extended visit. 3. enlarged, as in scope or application: extended insurance coverage. 4. extensive: extended treatment of a subject. 5. …

EXTENDED definition and meaning | Collins English Dictionary
If something happens for an extended period of time, it happens for a long period of time. Any child who receives dedicated teaching over an extended period is likely to improve. American …

extended adjective - Definition, pictures, pronunciation and usage ...
long or longer than usual or expected. Want to learn more? Definition of extended adjective in Oxford Advanced Learner's Dictionary. Meaning, pronunciation, picture, example sentences, …

extended - Wiktionary, the free dictionary
Jun 8, 2025 · extended (comparative more extended, superlative most extended) Longer in length or extension; elongated. Stretched out or pulled out; expanded. Lasting longer; protracted.

What does extended mean? - Definitions.net
Extended generally refers to something that is stretched, drawn out, expanded or made longer either in physical length, time duration or in scope. spread out: not lying one upon the other. ...

Extended - Definition, Meaning & Synonyms | Vocabulary.com
Something that is extended has been fully stretched out or elongated. An extended period of time is an extremely long period of time. To extend something is to make it longer, either physically …

EXTENDED Definition & Meaning | Dictionary.com
of or relating to a meaning of a word other than its original or primary meaning. an extended sense. Manège. (of the gait of a horse) characterized by long, low, usually fast strides. …

EXTEND Definition & Meaning - Merriam-Webster
The meaning of EXTEND is to spread or stretch forth : unbend. How to use extend in a sentence. Synonym Discussion of Extend.