TY - GEN
T1 - A kinet-affective learning model for experiential learning in smart ambience
AU - Ip, Horace H. S.
AU - Byrne, Julia
PY - 2014
Y1 - 2014
N2 - With the increasing development and implementation of 3D visualization and interactive media technologies in education under the auspices of game-based [1], experiential, virtual reality (VR) [2] or smart ambience [3] (defined here as a VR environment that is responsive to user's natural motion/gesture within it) learning, students and teachers are increasingly exposed to new and unique forms of learning experiences that go beyond those possible with traditional teaching methods. © 2014 Springer International Publishing.
AB - With the increasing development and implementation of 3D visualization and interactive media technologies in education under the auspices of game-based [1], experiential, virtual reality (VR) [2] or smart ambience [3] (defined here as a VR environment that is responsive to user's natural motion/gesture within it) learning, students and teachers are increasingly exposed to new and unique forms of learning experiences that go beyond those possible with traditional teaching methods. © 2014 Springer International Publishing.
UR - https://www.scopus.com/pages/publications/84905870466
UR - https://www.scopus.com/record/pubmetrics.uri?eid=2-s2.0-84905870466&origin=recordpage
U2 - 10.1007/978-3-319-08961-4_3
DO - 10.1007/978-3-319-08961-4_3
M3 - RGC 32 - Refereed conference paper (with host publication)
SN - 9783319089607
VL - 8595 LNCS
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 16
EP - 23
BT - Hybrid Learning: Theory and Practice
PB - Springer Verlag
T2 - 7th International Conference on Hybrid Learning, ICHL 2014
Y2 - 10 August 2014 through 12 August 2014
ER -