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Cross Reality (XR) and Immersive Learning Environments (ILEs) in Education

Cross Reality (XR) and Immersive Learning Environments (ILEs) in Education

This timely volume highlights the novel ways in which cutting-edge virtual and augmented reality (VR and AR) technology is being used in STEM education. Today there are many exciting advances occurring in Immersive Learning Environments (ILEs) and innovative applications in STEM education. Recent breakthroughs in technologies such VR AR and Mixed Reality (MR) as well as Cross Reality (XR) that leverages VR AR and MR are finally making it feasible for educators in STEM to adopt ILEs in their classrooms in a scalable manner. Edited by experienced XR researchers in STEM education Wang Ryoo and Winkelmann the book focuses on the use of ILEs for creating experiences that excite inspire and engage learners in STEM disciplines. Chapters include research studies and practical applications addressing the challenges and opportunities associated with adopting technologies. This book covers the entire spectrum of immersive platform types and ILEs such as desktop mobile wearable and room-based. It helps advance research and practice in the novel adoption of ILE technologies into STEM education from technical theoretical/conceptual empirical and/or methodological perspectives. Cross Reality (XR) and Immersive Learning Environments (ILE) in Education will be a key resource for academics researchers and advanced students of education STEM education instructional design and technology educational research educational technology research methods information and communications technology and curriculum and instruction. This book was originally published as a special issue of Interactive Learning Environments. | Cross Reality (XR) and Immersive Learning Environments (ILEs) in Education

GBP 130.00
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Covering Extended Reality Technologies in the Media

Exploring Extended Realities Metaphysical Psychological and Ethical Challenges

Exploring Extended Realities Metaphysical Psychological and Ethical Challenges

This volume highlights interdisciplinary research on the ethical metaphysical and experimental dimensions of extended reality technologies including virtual and augmented realities. It explores themes connected to the nature of virtual objects the value of virtual experiences and relationships experimental ethics moral psychology in the metaverse and game/simulation design. Extended reality (XR) refers to a family of technologies aiming to augment (AR) or virtually replace (VR) human experience. The chapters in this volume represent cutting-edge research on XR experiences from a wide range of approaches including philosophy psychology Africana studies and cognitive sciences. They are organized around three guiding questions. Part 1 “What is Extended Reality?” contains a series of chapters examining metaphysical questions about virtual objects actions and worlds. Part 2 “Is There an Ethics for Extended Realities?” includes chapters that address ethical questions that arise within XR experiences. Finally Part 3 “What Can We Do with Extended Realities?” features chapters from a diverse group of social scientists on the potential uses of XR as an investigative and educational tool including its strengths and pitfalls. Exploring Extended Realities will appeal to scholars and advanced students working in philosophy of technology metaphysics moral psychology applied ethics and game studies. | Exploring Extended Realities Metaphysical Psychological and Ethical Challenges

GBP 130.00
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Digital Storytelling 4e A creator's guide to interactive entertainment

Digital Storytelling 4e A creator's guide to interactive entertainment

This fourth edition of Digital Storytelling: A creator's guide to interactive entertainment dives deeply into the world of interactive storytelling a form of storytelling made possible by digital media. Carolyn Handler Miller covers both the basics – character development structure and the use of interactivity – and the more advanced topics such as AI (Artificial Intelligence) narratives using AR and VR and Social Media storytelling. The fourth edition also includes a greatly expanded section on immersive media with chapters on the exciting new world of the world of XR (AR VR and mixed reality) plus immersion via large screens escape rooms and new kinds of theme park experiences. This edition covers all viable forms of New Media from video games to interactive documentaries. With numerous case studies that delve into the processes and challenges of developing works of interactive narrative this new edition illustrates the creative possibilities of digital storytelling. The book goes beyond using digital media for entertainment and covers its employment for education training information and promotion featuring interviews with some of the industry’s biggest names. Key Features: A large new section covering various forms of immersive media including VR AR and Mixed Reality Breakthroughs in interactive TV and Cinema The use of VR AR and mixed reality in gaming New forms of voice-enabled storytelling and gaming Stories told via mobile apps and social media Developing Digital Storytelling for different types of audiences | Digital Storytelling 4e A creator's guide to interactive entertainment

GBP 52.99
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