Cantitate/Preț
Produs

Learning and Collaboration Technologies. Human and Technology Ecosystems: 7th International Conference, LCT 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part II: Lecture Notes in Computer Science, cartea 12206

Editat de Panayiotis Zaphiris, Andri Ioannou
en Limba Engleză Paperback – 11 iul 2020
This two-volume set LNCS 12205 and LNCS 12206 constitutes the proceedings of the 7th International Conference on Learning and Collaboration Technologies, LCT 2020, held as part of the 22nd International Conference, HCI International 2020, which took place in Copenhagen, Denmark, in July 2020.
The total of 1439 papers and 238 posters included in the 37 HCII 2020 proceedings volumes was carefully reviewed and selected from 6326 submissions.
The papers in this volume are organized in the following topical sections: communication and conversation in learning; cognition, emotions and learning; games and gamification in learning; VR, robot and IoT in learning; and collaboration technology and collaborative learning.
As a result of the Danish Government's announcement, dated April 21, 2020, to ban all large events (above 500 participants) until September 1, 2020, the HCII 2020 conference was held virtually.
Citește tot Restrânge

Din seria Lecture Notes in Computer Science

Preț: 35235 lei

Preț vechi: 44043 lei
-20% Nou

Puncte Express: 529

Preț estimativ în valută:
6744 7014$ 5651£

Carte tipărită la comandă

Livrare economică 13-27 martie

Preluare comenzi: 021 569.72.76

Specificații

ISBN-13: 9783030505059
ISBN-10: 3030505057
Pagini: 672
Ilustrații: XXVII, 672 p. 262 illus., 209 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 0.97 kg
Ediția:1st ed. 2020
Editura: Springer International Publishing
Colecția Springer
Seriile Lecture Notes in Computer Science, Information Systems and Applications, incl. Internet/Web, and HCI

Locul publicării:Cham, Switzerland

Cuprins

Communication and Conversation in Learning.- Cognition, Emotions and Learning.- Games and Gamification in Learning.- VR, Robot and IoT in Learning.- Collaboration Technology and Collaborative Learning.