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Bongjun Ji, Julian Kang, Chaehyeon Kim, Sojung Kim, Yooseob Song and Jaeheum Yeon
In the Architecture, Engineering, and Construction (AEC) industry, virtual environments are being utilized to enhance communication among stakeholders and improve visual comprehension. However, stakeholders possess diverse personal characteristics which ...
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Hernan J. Rosas, Ann Sussman, Abigail C. Sekely and Alexandros A. Lavdas
Eye-tracking technology has numerous applications in both commercial and research contexts. The recent introduction of affordable wearable sensors has significantly broadened the scope of potential uses, spanning fields such as computer gaming, education...
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Julien Mercier, Nicolas Chabloz, Gregory Dozot, Olivier Ertz, Erwan Bocher and Daniel Rappo
Location-based augmented reality technology for real-world, outdoor experiences is rapidly gaining in popularity in a variety of fields such as engineering, education, and gaming. By anchoring medias to geographic coordinates, it is possible to design im...
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Muhammad Nadeem, Melinda Oroszlanyova and Wael Farag
Currently, academia is grappling with a significant problem?a lack of engagement. Humankind has gone too far into exploring entertainment options, while the education system has not really kept up. Millennials love playing games, and this addiction can b...
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Anna Maria Gianni and Nikolaos Antoniadis
Formal education in high school focuses primarily on knowledge acquisition via traditional classroom teaching. Younger generations of students tend to lose interest and to disengage from the process. Gamification, the use of gaming elements in the traini...
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Maged Soliman, Apostolos Pesyridis, Damon Dalaymani-Zad, Mohammed Gronfula and Miltiadis Kourmpetis
The advancement of VR technology through the increase in its processing power and decrease in its cost and form factor induced the research and market interest away from the gaming industry and towards education and training. In this paper, we argue and ...
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Areej Babiker, Yahia Baashar, Ammar Ahmed Alkahtani, Ibrahima Faye and Gamal Alkawsi
The positive effects of interest on different aspects, e.g., learning and education, economy, psychological well-being, and social relations, have been widely addressed by many psychological and physiological studies in the last two decades. While the ps...
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Alexandros A. Lavdas, Nikos A. Salingaros and Ann Sussman
Eye-tracking technology is a biometric tool that has found many commercial and research applications. The recent advent of affordable wearable sensors has considerably expanded the range of these possibilities to fields such as computer gaming, education...
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Ioannis Liritzis, Pantelis Volonakis and Spyros Vosinakis
In the field of cultural heritage, three-dimensional (3D) reconstruction of monuments is a usual activity for many professionals. The aim in this paper focuses on the new technology educational application combining science, history, and archaeology. Bei...
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Muhammad Nazar,Rusman Rusman,Isfin Cahyani Putri,Kana Puspita
Pág. pp. 111 - 124
Nowadays, smartphones are not only used for communication purposes but also for gaming and studying. Gaming is trendy among adolescents in daily activity. The gamification of chemistry concepts, therefore, becomes very interesting and promising to enhanc...
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