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Context and participation in virtual world Habbo Hotel
(Universidad de Belgrano. Departamento de investigaciones. Documentos de Trabajo.Facultad de Lenguas y Estudios Extranjeros, 2013)
This paper presents the results of a small case study that is part of a major research project on language,
identity and social media. In this work we focus our attention on context and participation in Habbo Hotel, a ...
Development and application of a virtual reality biphasic separator as a learning system for industrial process control
(MDPI, 2022)
In this study, we propose a virtual reality biphasic separator methodology in an immersive industrial environment. It allows the training of students or engineers in process and automatic control. On the other hand, the ...
O processo de ensino-aprendizagem de marketing na Escola Estadual de Educação Profissional Dom Pedrito
(Universidade Federal de Santa MariaBrasilUFSMCentro de Artes e Letras, 2012-11-23)
The project aims to identify and analyze the possible use of mobile devices (laptops,
notebooks, tablets and mobile phones) and applications, Internet research, e-books, books,
magazines and newspapers as educational ...
AR | RA: a arte na realidade aumentada
(Universidade Estadual Paulista (Unesp), 2011-08-29)
Esta dissertação é resultado de uma pesquisa em Arte e Tecnologoa no contexto teórico cujo foco é a realidade aumentada, R.A., posterior à realidade virtual, R.V., é um assunto que se encontra no contexto contemporâneo das ...
Factores tecnológicos y sociales para la implementación del metaverso en el contexto educativo ecuatoriano
(2023)
This article was developed with the aim of analyzing the factors and everything that encompasses the metaverse and its impact in educational contexts, considering that education is always looking for ways and ways to ...