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Georgios Lampropoulos, Euclid Keramopoulos, Konstantinos Diamantaras and Georgios Evangelidis
This study scrutinizes the existing literature regarding the use of augmented reality and gamification in education to establish its theoretical basis. A systematic literature review following the Preferred Reporting Items for Systematic Reviews and Meta...
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Oscar Sapena and Eva Onaindia
The way of understanding online higher education has greatly changed due to the worldwide pandemic situation. Teaching is undertaken remotely, and the faculty incorporate lecture audio recordings as part of the teaching material. This new online teaching...
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Aditya Akundi, Daniel Euresti, Sergio Luna, Wilma Ankobiah, Amit Lopes and Immanuel Edinbarough
The term Industry 4.0, coined to be the fourth industrial revolution, refers to a higher level of automation for operational productivity and efficiency by connecting virtual and physical worlds in an industry. With Industry 4.0 being unable to address a...
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Andrea Zingoni, Juri Taborri, Valentina Panetti, Simone Bonechi, Pilar Aparicio-Martínez, Sara Pinzi and Giuseppe Calabrò
The outcomes of this work can represent a turning point toward a more and more inclusive university environment for dyslexic students, at the same time showing the full potential of artificial intelligence and virtual reality in dealing with issues relat...
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Mohammad Sadegh Mazloomi and Philip D. Evans
Baseball is a popular and very lucrative bat-and-ball sport that uses a wooden bat to score runs. We hypothesize that new design features for baseball bats will emerge from their shape optimization using parametric modeling and genetic algorithms. We con...
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