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Advanced Virtual Environments and Education

Posted By: AvaxGenius
Advanced Virtual Environments and Education

Advanced Virtual Environments and Education: Third International Workshop, WAVE 2021, Fortaleza, Brazil, March 21–24, 2021, Revised Selected Papers by Tiago T. Primo, Alex S. Gomes, Fernando Moreira, César Collazos
English | PDF | 2022 | 155 Pages | ISBN : 3031070178 | 10.6 MB

This volume revised versions of the selected papers presented during the Third International Workshop on Advanced Virtual Environments and Education, WAVE 2021, held in Fortaleza, Brazil, in March 2021.
The 7 full papers and 4 short papers presented were thoroughly reviewed and selected from the 27 submissions. The papers are organized in the following topical sections: ​learning scenarios and grouping methods; applications and scenarios, phigital, CS education and assessment; human computer interfaces for education, study cases for accessibility and wellbeing.

Learning and Collaboration Technologies: Games and Virtual Environments for Learning

Posted By: AvaxGenius
Learning and Collaboration Technologies: Games and Virtual Environments for Learning

Learning and Collaboration Technologies: Games and Virtual Environments for Learning: 8th International Conference, LCT 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part II by Panayiotis Zaphiris
English | EPUB | 2022 | 359 Pages | ISBN : 3030779424 | 34.1 MB

This two-volume set LNCS 12784 and 12785 constitutes the refereed proceedings of the 8th International Conference on Learning and Collaboration Technologies, LCT 2021, held as Part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. 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 papers of LCT 2021, Part II, focus on Games and Gamification in Learning; Chatbots in Learning; AR, VR and Robots in Learning.

Learning and Collaboration Technologies: Games and Virtual Environments for Learning

Posted By: AvaxGenius
Learning and Collaboration Technologies: Games and Virtual Environments for Learning

Learning and Collaboration Technologies: Games and Virtual Environments for Learning: 8th International Conference, LCT 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part II by Panayiotis Zaphiris
English | PDF | 2022 | 359 Pages | ISBN : 3030779424 | 30.3 MB

This two-volume set LNCS 12784 and 12785 constitutes the refereed proceedings of the 8th International Conference on Learning and Collaboration Technologies, LCT 2021, held as Part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. 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 papers of LCT 2021, Part II, focus on Games and Gamification in Learning; Chatbots in Learning; AR, VR and Robots in Learning.

Machine Learning Paradigms: Advances in Deep Learning-based Technological Applications

Posted By: AvaxGenius
Machine Learning Paradigms: Advances in Deep Learning-based Technological Applications

Machine Learning Paradigms: Advances in Deep Learning-based Technological Applications by George A. Tsihrintzis
English | PDF,EPUB | 2020 | 429 Pages | ISBN : 3030497232 | 84 MB

At the dawn of the 4th Industrial Revolution, the field of Deep Learning (a sub-field of Artificial Intelligence and Machine Learning) is growing continuously and rapidly, developing both theoretically and towards applications in increasingly many and diverse other disciplines.