Introduction to VRS Interpreting: A Curriculum Guide


Book Description

"The Introduction to VRS Interpreting curriculum guide provides educators with a valuable tool for teaching interpreting students about work in video relay service (VRS) and video remote interpreting (VRI) settings. Students will learn the challenges that are assosciated with this work, as well as the interpreting skills needed to devlop to do it effectively. While this curriculum is not designed to fully prepare students to work in these settings upon completing the course, the lessons can be a springboard for success in VRS and VRI settings. The curriculum was designed with flexibility in mind and can be used in one-, two- or three credit-hour courses. Each lesson contains a lesson plan, recommended readings, and the necessary supporting materials for the course. The curriculum guide also gives you access to a host of online tools, including additional curriculum information, as well as downloadable lesson plans and slideshow presentations. Whether you're an instructor preparing to teach an entire course or looking for just a few lessons, you'll find invaluable information in this curriculum guide."--Back cover.




Innovative Perspectives on Interactive Communication Systems and Technologies


Book Description

Digital communication has become increasingly prominent in numerous disciplines throughout society due to the high usage levels of interactive systems. Professionals continue to apply trending technologies to their traditional practices as social interaction becomes more computerized. As new innovations are continually being discovered, researchers and practitioners in various areas of work need to stay up to date on the latest findings within interactive communication systems. Innovative Perspectives on Interactive Communication Systems and Technologies is a collection of innovative research on the interdisciplinary methods of internet-based social interaction technologies and their impact on communicative practices in various professional fields. While highlighting topics including health communication, small group settings, and design philosophies, this book is ideally designed for industry experts, researchers, engineers, scientists, policymakers, practitioners, academicians, and students seeking research on modern advancements of interactive communication technologies through real-world applications.




Teaching, Learning, and Visual Literacy


Book Description

This book examines the importance of visual literacy education, offering strategies for improving the visual analytic abilities of teachers and students.




Virtual Reference Training


Book Description

Provides librarians with the resources needed to help their patrons use virtual reference sources, with hands-on learning activities, exercises, and assessment tools.
















Virtual, Augmented Reality and Serious Games for Healthcare 1


Book Description

There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.