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Practitioner Proceedings of the 8th International Conference of the Immersive Learning Research Network (iLRN2022)最新文献

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Collaborative Art Workshop in Virtual Environment 虚拟环境下的协同艺术工作坊
Maritina Keleri, D. Economou, Jeffrey Ferguson
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引用次数: 0
Onboarding for Immersive VR: Accessibility, user experience and guidelines 沉浸式VR的入门:可访问性,用户体验和指南
Laureline Morgan-Davies, Sarune Savickaite, Neil McDonnell, D. Simmons
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引用次数: 0
New Efficacies for Audience/Performer Interactivity and Responsive Narrative in Immersive Theatre 沉浸式戏剧中观众/表演者互动和反应性叙事的新效果
B. Olson, P. MacDowell
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引用次数: 0
A Mile in my Shoes - Immersive Platforms forSharing Language, Culture, & Heritage 一英里在我的鞋子-沉浸式平台分享语言,文化和遗产
N. Sharp, Brenda Christie-David, Matthew Hawke, Ian Fairhurst, Sue Floro
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引用次数: 0
Developing a Trauma-Informed Interviewing Training Module Prototype for Law Enforcement Using Virtual Reality 利用虚拟现实技术开发执法部门创伤知情访谈培训模块原型
Brighten Jelke, L. Tran, LeAnne Wagner, Lynn Baus
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引用次数: 0
eXtended Reality as Training Tool for procedural training: Learnings from the User-Centred-Design process and the Implementation of two Use Cases 扩展现实作为程序培训的培训工具:从以用户为中心的设计过程和两个用例的实现中学习
Sebastian Egger-Lampl, Markus Karlseder, Julian Bergles-Tritscher
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引用次数: 0
Implementing VR Across the Curriculum 在整个课程中实施VR
H. Ellis
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引用次数: 0
Designing AR/VR Learning Experiences for K-12 and Higher Education 为K-12和高等教育设计AR/VR学习体验
P. MacDowell, A. Beaumier, Cynthie Gaetz, Chris G. Lambert, Michael Mackay, Brent Olson, Chanel Thompson, Quincy Wang
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引用次数: 1
Simulation for healthcare students: lessons learned from C19 面向医疗保健专业学生的模拟:从C19中学到的经验教训
U. Rolfe, D. Holley
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引用次数: 0
The Mystery of Lehigh Gap: Game-based VR for Informal Learning Lehigh Gap之谜:基于游戏的VR非正式学习
Alec M. Bodzin, Araujo Junior Robson, Josie Koelsch, Mayra Arnoat Perez, Udita Agarwal, Marcos Escobar, Chad Schwartz, D. Anastasio, Tom Hammond, Brian Birchak, Junchen Bao, Yiting Chen, Tarah Cicero, Xiangyu Hu, E.J. Rovella, Laura Sary, Matthew Silverman, Hayley Whitney
. Game-based Virtual Reality (VR) holds much potential to enhance informal education settings, whether in libraries, museums, environmental centers, or at home. We have designed and developed Mystery of the Lehigh Gap , a VR game for adolescents and adults to learn about the historical changes that occurred in the Lehigh Gap, Pennsylvania, USA due to a zinc smelting plant that operated from 1898-1980. We present the design principles that guided our project’s development, which were derived from the research literature on designing learning for informal science education environments, and the affordances that gamified VR can provide. Our iLRN poster with accompanied video presents the first section of the Mystery of the Lehigh Gap . It highlights the narrative context and a series of mini-games in which players learn about historical mining, transportation, and industrial processes at a zinc smelting plant that converted a pristine landscape with vegetation to a barren moonscape. During our poster session, we will discuss our design and development work.
. 基于游戏的虚拟现实(VR)在加强图书馆、博物馆、环境中心或家庭等非正式教育环境方面具有很大的潜力。我们设计并开发了利哈伊峡之谜,这是一款面向青少年和成人的VR游戏,旨在了解美国宾夕法尼亚州利哈伊峡因1898-1980年运营的锌冶炼厂而发生的历史变化。我们提出了指导我们项目开发的设计原则,这些原则来源于非正式科学教育环境的学习设计研究文献,以及游戏化VR可以提供的支持。我们的iLRN海报和附带的视频展示了利哈伊峡之谜的第一部分。它突出了故事背景和一系列的小游戏,在这些小游戏中,玩家可以了解历史上的采矿,运输和锌冶炼厂的工业过程,这些过程将原始的植被景观变成了贫瘠的月球景观。在我们的海报环节,我们将讨论我们的设计和开发工作。
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引用次数: 0
期刊
Practitioner Proceedings of the 8th International Conference of the Immersive Learning Research Network (iLRN2022)
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