Emergent Technologies Shaping Instructional Design

2019 ◽  
pp. 1924-1946
Author(s):  
Pascal Roubides

This chapter discusses emergent technologies that are currently shaping or expected to shape the field of instructional design in the near future. The discussion begins with a brief overview of instructional design as a professional field over the past century, then focuses on current and promising trends for the field based on advances in technologies supporting instructional development. This chapter intends to provide a centralized literature review of multiple pathways currently being carved in the field, encompassing several parallel trending areas, such as adaptive learning, digital storytelling, gamification, simulation technologies, augmented and virtual reality, cybernetics, the xAPI standard, mobile and ubiquitous learning, and offer a glimpse of how they are shaping or expected to shape the future of all those involved in designing and delivering learning or effecting human behavior and performance change.

Author(s):  
Pascal Roubides

This chapter discusses emergent technologies that are currently shaping or expected to shape the field of instructional design in the near future. The discussion begins with a brief overview of instructional design as a professional field over the past century, then focuses on current and promising trends for the field based on advances in technologies supporting instructional development. This chapter intends to provide a centralized literature review of multiple pathways currently being carved in the field, encompassing several parallel trending areas, such as adaptive learning, digital storytelling, gamification, simulation technologies, augmented and virtual reality, cybernetics, the xAPI standard, mobile and ubiquitous learning, and offer a glimpse of how they are shaping or expected to shape the future of all those involved in designing and delivering learning or effecting human behavior and performance change.


Author(s):  
Pascal Roubides

This chapter discusses emergent technologies that are currently shaping or expected to shape the field of instructional design in the near future. The discussion begins with a brief overview of instructional design as a professional field over the past century, then focuses on current and promising trends for the field based on advances in technologies supporting instructional development. This chapter intends to provide a centralized literature review of multiple pathways currently being carved in the field, encompassing several parallel trending areas, such as adaptive learning, digital storytelling, gamification, simulation technologies, augmented and virtual reality, cybernetics, the xAPI standard, mobile and ubiquitous learning, and offer a glimpse of how they are shaping or expected to shape the future of all those involved in designing and delivering learning or effecting human behavior and performance change.


2019 ◽  
pp. 1877-1896
Author(s):  
Pascal Roubides

This chapter aims at providing an overview of the entire field of instructional design, starting with a brief historical account of the field but focusing on current and promising trends for the future of instructional design based on advances in instructional technology and human-computer interaction capabilities. The discussion encompasses several parallel trending areas, such as adaptive learning, digital storytelling, gamification, simulation technologies, augmented reality, cybernetics, the xAPI standard, mobile and ubiquitous learning, as well as implications of these trends for the field from both the theoretical and practical point of view. Even though this discussion is by no means an exhaustive account of these trends, it is the aim of this monogram to provide a centralized literature review of multiple paths currently being carved in the field and a glimpse to a multiplicity of potential futures for all those involved in designing and delivering learning or effecting human behavior and performance change.


Author(s):  
Pascal Roubides

This monogram aims at providing an overview of the entire field of instructional design, starting with a brief historical account of the field but focusing on current and promising trends for the future of instructional design based on advances in instructional technology and human-computer interaction capabilities. The discussion encompasses several parallel trending areas, such as adaptive learning, digital storytelling, gamification, simulation technologies, augmented reality, cybernetics, the xAPI standard, mobile and ubiquitous learning, as well as implications of these trends for the field from both the theoretical and practical point of view. Even though this discussion is by no means an exhaustive account of these trends, it is the aim of this monogram to provide a centralized literature review of multiple paths currently being carved in the field and a glimpse to a multiplicity of potential futures for all those involved in designing and delivering learning or effecting human behavior and performance change.


2016 ◽  
Vol 6 (1) ◽  
pp. 42-59 ◽  
Author(s):  
Pascal Roubides

This monogram aims at providing an overview of the entire field of instructional design, starting with a brief historical account of the field but focusing on current and promising trends for the future of instructional design based on advances in instructional technology and human-computer interaction capabilities. The discussion encompasses several parallel trending areas, such as adaptive learning, digital storytelling, gamification, simulation technologies, augmented reality, cybernetics, the xAPI standard, mobile and ubiquitous learning, as well as implications of these trends for the field from both the theoretical and practical point of view. Even though this discussion is by no means an exhaustive account of these trends, it is the aim of this monogram to provide a centralized literature review of multiple paths currently being carved in the field and a glimpse to a multiplicity of potential futures for all those involved in designing and delivering learning or effecting human behavior and performance change.


Author(s):  
Pascal Roubides

This chapter provides a review of multiple facets of current and promising trends for learning design technologies for the 21st century, with the intention to provide a centralized discussion of different avenues in learning design considerations. An attempt is made to cover multiple parallel trending areas, such as adaptive learning, digital storytelling, gamification, simulation technologies, augmented and virtual reality, cybernetics, the xAPI standard, mobile and ubiquitous learning, with a glimpse of how such trends are shaping or expected to shape the future of all those involved in designing and delivering learning or effecting human behavior and performance change. Moreover, a discussion on learning theories for the digital age is presented, as well as brief overviews on several areas of concern in learning design, such as in assessment and verification, cloud computing, data and data analysis, artificial intelligence, blockchain, open educational resources, etc.


2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

Author(s):  
N. Nozdryukhina ◽  
E. Kabayeva ◽  
E. Kirilyuk ◽  
K. Tushova ◽  
A. Karimov

Despite significant advances in the treatment and rehabilitation of stroke, level of post-stroke disability remains at a fairly high level. Recent innovative developments in the rehabilitation of these patients provide good results in terms of functional outcome. One of such developments is method of virtual reality (VR), which affects not only the speed and volume of regaining movement, as well as coordination, but also normalizes the psycho-emotional background, increasing the motivation of patients to improve the recovery process. This article provides a literature review of the use of the VR method in the rehabilitation of post-stroke patients, neurophysiological aspects of recovery of lost functions using this method are considered.


Sensors ◽  
2020 ◽  
Vol 21 (1) ◽  
pp. 26
Author(s):  
David González-Ortega ◽  
Francisco Javier Díaz-Pernas ◽  
Mario Martínez-Zarzuela ◽  
Míriam Antón-Rodríguez

Driver’s gaze information can be crucial in driving research because of its relation to driver attention. Particularly, the inclusion of gaze data in driving simulators broadens the scope of research studies as they can relate drivers’ gaze patterns to their features and performance. In this paper, we present two gaze region estimation modules integrated in a driving simulator. One uses the 3D Kinect device and another uses the virtual reality Oculus Rift device. The modules are able to detect the region, out of seven in which the driving scene was divided, where a driver is gazing at in every route processed frame. Four methods were implemented and compared for gaze estimation, which learn the relation between gaze displacement and head movement. Two are simpler and based on points that try to capture this relation and two are based on classifiers such as MLP and SVM. Experiments were carried out with 12 users that drove on the same scenario twice, each one with a different visualization display, first with a big screen and later with Oculus Rift. On the whole, Oculus Rift outperformed Kinect as the best hardware for gaze estimation. The Oculus-based gaze region estimation method with the highest performance achieved an accuracy of 97.94%. The information provided by the Oculus Rift module enriches the driving simulator data and makes it possible a multimodal driving performance analysis apart from the immersion and realism obtained with the virtual reality experience provided by Oculus.


2021 ◽  
Vol 1 ◽  
pp. 2841-2850
Author(s):  
Didunoluwa Obilanade ◽  
Christo Dordlofva ◽  
Peter Törlind

AbstractOne often-cited benefit of using metal additive manufacturing (AM) is the possibility to design and produce complex geometries that suit the required function and performance of end-use parts. In this context, laser powder bed fusion (LPBF) is one suitable AM process. Due to accessibility issues and cost-reduction potentials, such ‘complex’ LPBF parts should utilise net-shape manufacturing with minimal use of post-process machining. The inherent surface roughness of LPBF could, however, impede part performance, especially from a structural perspective and in particular regarding fatigue. Engineers must therefore understand the influence of surface roughness on part performance and how to consider it during design. This paper presents a systematic literature review of research related to LPBF surface roughness. In general, research focuses on the relationship between surface roughness and LPBF build parameters, material properties, or post-processing. Research on design support on how to consider surface roughness during design for AM is however scarce. Future research on such supports is therefore important given the effects of surface roughness highlighted in other research fields.


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