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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 1924, 2020, Proceedings, Part II 1st ed. 2020 [Mīkstie vāki]

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  • Formāts: Paperback / softback, 672 pages, height x width: 235x155 mm, weight: 1056 g, 209 Illustrations, color; 53 Illustrations, black and white; XXVII, 672 p. 262 illus., 209 illus. in color., 1 Paperback / softback
  • Sērija : Lecture Notes in Computer Science 12206
  • Izdošanas datums: 11-Jul-2020
  • Izdevniecība: Springer Nature Switzerland AG
  • ISBN-10: 3030505057
  • ISBN-13: 9783030505059
  • Mīkstie vāki
  • Cena: 46,91 €*
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  • Formāts: Paperback / softback, 672 pages, height x width: 235x155 mm, weight: 1056 g, 209 Illustrations, color; 53 Illustrations, black and white; XXVII, 672 p. 262 illus., 209 illus. in color., 1 Paperback / softback
  • Sērija : Lecture Notes in Computer Science 12206
  • Izdošanas datums: 11-Jul-2020
  • Izdevniecība: Springer Nature Switzerland AG
  • ISBN-10: 3030505057
  • ISBN-13: 9783030505059
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.

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.