Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management

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Release : 2020-01-17
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Book Rating : 132/5 ( reviews)

Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management write by Federica Pallavicini. This book was released on 2020-01-17. Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management available in PDF, EPUB and Kindle.

Traveling Music Videos

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Release : 2023-10-05
Genre : Art
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Book Rating : 016/5 ( reviews)

Traveling Music Videos - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Traveling Music Videos write by TomᚠJirsa. This book was released on 2023-10-05. Traveling Music Videos available in PDF, EPUB and Kindle. Traveling Music Videos offers a new interdisciplinary perspective on how contemporary music videos travel across, shape, and transform various media, online platforms, art institutions, and cultural industries worldwide. With the onset of digital technologies and the proliferation of global video-sharing websites at the beginning of the 21st century, music video migrated from TV screens to turn instead to the internet, galleries, concert stages, and social media. As a result, its aesthetics, technological groundings, and politics have been radically transformed. From the kinaesthetic experience of TikTok to the recent reimaginations of maps and navigation tools through music video cartographies, from the ecofeminist voices mediated by live-stream concerts to the transmedia logic of video games and VR, from the videos' role in contemporary art galleries to their political interventions -the chapters map the ways music video is continually reconfiguring itself. The volume tracks music video's audiovisual itineraries across different geographies, maps its transmedia routes, and tackles the cultural impact that it has on our current media ecosystem.

Prototyping User eXperience in eXtended Reality

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Book Rating : 839/5 ( reviews)

Prototyping User eXperience in eXtended Reality - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Prototyping User eXperience in eXtended Reality write by Monica Bordegoni. This book was released on . Prototyping User eXperience in eXtended Reality available in PDF, EPUB and Kindle.

Esports Research and Its Integration in Education

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Release : 2021-06-25
Genre : Games & Activities
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Book Rating : 715/5 ( reviews)

Esports Research and Its Integration in Education - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Esports Research and Its Integration in Education write by Harvey, Miles M.. This book was released on 2021-06-25. Esports Research and Its Integration in Education available in PDF, EPUB and Kindle. The world of esports in education is booming, and the field needs empirical studies to help ground much of what is going on in the field. Over the last couple years, there appears to be a large amount of anecdotal evidence surrounding esports and its role in education, but researchers, teachers, coaches, and organizations need peer-reviewed, research-based evidence so they can evolve the field at large. As the amount of esports teams and organizations continues to rise, so will the need for the field to provide empirical research about esports and education and the effect it has on students and those who partake in it. Esports Research and Its Integration in Education is an essential reference source for those interested in educational research related to esports topics as they are approached through multiple ages of schooling and infused throughout a variety of content areas and research methodologies. The book covers empirical studies that help practitioners to understand how esports is developing within and around learning institutions and what the impact may be on students and their contemporary educational experiences. Covering topics such as college and career readiness, literacy practices, and urban education, this text is essential for stakeholders involved in the rise of esports, administrators, teachers, coaches, researchers, students, and academicians.

Universal Access in Human-Computer Interaction. Applications and Practice

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Release : 2020-07-10
Genre : Computers
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Book Rating : 080/5 ( reviews)

Universal Access in Human-Computer Interaction. Applications and Practice - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Universal Access in Human-Computer Interaction. Applications and Practice write by Margherita Antona. This book was released on 2020-07-10. Universal Access in Human-Computer Interaction. Applications and Practice available in PDF, EPUB and Kindle. This two-volume set of LNCS 12188 and 12189 constitutes the refereed proceedings of the 14th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2020, held as part of the 22nd International Conference, HCI International 2020, which took place in Copenhagen, Denmark, in July 2020. The conference was held virtually due to the COVID-19 pandemic. The total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. UAHCI 2020 includes a total of 80 regular papers which are organized in topical sections named: Design for All Theory, Methods and Practice; User Interfaces and Interaction Techniques for Universal Access; Web Accessibility; Virtual and Augmented Reality for Universal Access; Robots in Universal Access; Technologies for Autism Spectrum Disorders; Technologies for Deaf Users; Universal Access to Learning and Education; Social Media, Digital Services, Inclusion and Innovation; Intelligent Assistive Environments.