34   Artículos

 
en línea
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 ... ver más
Revista: Buildings    Formato: Electrónico

 
en línea
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... ver más
Revista: Applied Sciences    Formato: Electrónico

 
en línea
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... ver más
Revista: Computers    Formato: Electrónico

 
en línea
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... ver más
Revista: ISPRS International Journal of Geo-Information    Formato: Electrónico

 
en línea
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... ver más
Revista: Information    Formato: Electrónico

 
en línea
Vít Pászto, Jirí Pánek, René Glas and Jasper van Vught    
Simulation games, as a method of playful learning, have been used for more than 70 years in various disciplines with the economy as a leading application field. Their development has been tied with advances in computer science, and nowadays, hundreds of ... ver más
Revista: ISPRS International Journal of Geo-Information    Formato: Electrónico

 
en línea
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 ... ver más
Revista: Applied Sciences    Formato: Electrónico

 
en línea
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... ver más
Revista: Applied Sciences    Formato: Electrónico

 
en línea
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... ver más
Revista: Applied Sciences    Formato: Electrónico

 
en línea
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... ver más
Revista: Applied Sciences    Formato: Electrónico

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