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Shared virtual environments. --- Shared virtual environments --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Virtual reality --- Realitat virtual
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Now that humans seem to have arrived at the end of their campaigns of discovery, conquest and exploitation, the virtual, infinite, digital spaces are being conquered. It was only a matter of time before the technical possibilities permitted people to construct parallel worlds in the digital universe. A 'Second Life' as virtual existence (Avatar) in the virtual spaces of data exerts a seductive pull on ever more people. By taking possession of the internet as a creative medium, an entirely new, globally networked culture of participation has come into being. Multiple person-computer interfaces
Shared virtual environments --- Virtual reality --- Social aspects.
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Teaching Health Care in Virtual Space is the first “how-to” manual for health educators on the instructional use of three-dimensional, computer-generated virtual environments that can be inhabited simultaneously by many participants; commonly called “multi-user virtual learning environments” or MUVE. Based on her experience supervising more than 400 learning activities in Second Life®—as of 2014, the largest public (free) MUVE—Dr. Estelle Codier has written a step-by-step handbook for novice and experienced MUVE teachers alike. The book provides those new to virtual teaching with specific steps to assess their own instructional readiness, guidance for assessing student and class readiness, as well as detailed descriptions of problem prevention and solutions. The text is accompanied by lively case studies of both success and failure in virtual learning environments. Inspiring stories of student learning illustrate the power of MUVE to transform health care education. This innovative handbook presents an extended discussion of the pedagogical advantages for learning in multi-user virtual environments, along with a history of learning in Second Life®. The text includes an appendix of supporting materials for MUVE learning activities: evaluation grids, grading matrices, syllabus descriptions, and detailed orientation materials for both faculty and students. While the sample learning activities were designed for nurses, instructors in other disciplines could easily adapt them for use in any MUVE setting.
Nursing --- Shared virtual environments. --- Study and teaching --- Simulation methods. --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Virtual reality --- Clinical nursing --- Nurses and nursing --- Nursing process --- Care of the sick --- Medicine
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Teaching Health Care in Virtual Space is the first “how-to” manual for health educators on the instructional use of three-dimensional, computer-generated virtual environments that can be inhabited simultaneously by many participants; commonly called “multi-user virtual learning environments” or MUVE. Based on her experience supervising more than 400 learning activities in Second Life®—as of 2014, the largest public (free) MUVE—Dr. Estelle Codier has written a step-by-step handbook for novice and experienced MUVE teachers alike. The book provides those new to virtual teaching with specific steps to assess their own instructional readiness, guidance for assessing student and class readiness, as well as detailed descriptions of problem prevention and solutions. The text is accompanied by lively case studies of both success and failure in virtual learning environments. Inspiring stories of student learning illustrate the power of MUVE to transform health care education. This innovative handbook presents an extended discussion of the pedagogical advantages for learning in multi-user virtual environments, along with a history of learning in Second Life®. The text includes an appendix of supporting materials for MUVE learning activities: evaluation grids, grading matrices, syllabus descriptions, and detailed orientation materials for both faculty and students. While the sample learning activities were designed for nurses, instructors in other disciplines could easily adapt them for use in any MUVE setting.
Shared virtual environments. --- Nursing --- Study and teaching --- Simulation methods.
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Designing adaptive virtual worlds takes the design of places for education, entertainment, online communities, business, and cultural activities in 3D virtual worlds to a new level. The place metaphor provides a rich source of styles and examples for designing in 3D virtual worlds. This book is one of the first design books in the field showing how those styles can be captured in a design grammar so that unique places can be created through computational agents responding to the changing needs of the people in the virtual world. Applying the techniques introduced in this book has immediate implications on the design of games and functional places in existing virtual world platforms such as Second Life, OpenSim and Active Worlds as well as future virtual worlds in which the boundaries between digital and physical environments blur.
Engineering & Applied Sciences --- Computer Science --- Computer simulation --- Shared virtual environments --- Virtual reality --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Reality --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Computer modeling --- Computer models --- Modeling, Computer --- Models, Computer --- Simulation, Computer --- Electromechanical analogies --- Mathematical models --- Simulation methods --- Model-integrated computing --- Computer simulation. --- Adaptive virtual worlds, design grammars, generative design agents, virtual environments, agent modelling, computer modelling.
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Virtual reality --- Shared virtual environments --- Three-dimensional imaging --- Creation (Literary, artistic, etc.) --- Shared virtual environments. --- Three-dimensional imaging. --- Virtual reality. --- Art and design --- Environments, Virtual --- Virtual environments --- Virtual worlds --- 3-D imaging --- 3D imaging --- Three-dimensional imaging systems --- Three-dimensional imaging techniques --- Three-dimensional visualization --- Visualization, Three-dimensional --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Creative ability in art --- Creative ability in literature --- Computer simulation --- Reality --- Imaging systems --- Art --- Imagination --- Inspiration --- Literature --- Creative ability --- Originality --- Computer. Automation --- creativiteit --- Arts & Entertainment (General) --- Réalité virtuelle --- Environnements virtuels partagés --- Imagerie tridimensionnelle
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Virtual reality --- Shared virtual environments --- Three-dimensional imaging --- Creation (Literary, artistic, etc.) --- Creative ability in art --- Creative ability in literature --- Art --- Imagination --- Inspiration --- Literature --- Creative ability --- Originality --- 3-D imaging --- 3D imaging --- Three-dimensional imaging systems --- Three-dimensional imaging techniques --- Three-dimensional visualization --- Visualization, Three-dimensional --- Imaging systems --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Shared virtual environments. --- Three-dimensional imaging. --- Virtual reality. --- Computer. Automation --- creativiteit
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Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, Open Simulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspects of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.
Virtual reality in education. --- Shared virtual environments. --- Three-dimensional imaging. --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Virtual reality --- Education --- 3-D imaging --- 3D imaging --- Three-dimensional imaging systems --- Three-dimensional imaging techniques --- Three-dimensional visualization --- Visualization, Three-dimensional --- Imaging systems --- Human-computer interaction. --- Second Life (Computer game) --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User-centered system design --- User interfaces (Computer systems) --- SecondLife --- 3D --- OpenSimulation --- Open Wonderland --- simulated learning --- online learning
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Dr. Cecília Sik Lányi studied Mathematics and Computer Science (M.S.) – József Attila University (1984), and Teacher of Mathematics - Berzsenyi Dániel Teacher Training College in 1988. She obtained the degree of Dr. Univ. at the University of Veszprém, Hungary in Physical-chemistry (1993), and PhD at the University of Veszprém, Hungary in Computer Science (2000). She has worked as a software engineer and as an associate professor for program languages at the University of Pannonia. Currently she is teaching: Virtual Reality and its application, user interface design, and computer graphics for informatics engineering students. PhD and Masters’ supervision has an emphasis on Virtual Reality for the rehabilitation of children with disabilities and patients with mental health issues. She got the “Master teacher” award of the Hungarian Ministry of Education in 2001. She has published more than 300 refereed articles and conference papers, and worked as guest editor for many renowned journals and books. Her research area is Virtual Reality, Human Computer Interaction, Design for All. Virtual Reality (VR) has thousand faces. Why? Because from the moment of VR‘s birth we use it in every field of our life. VR is based on the development of information technology, computer graphics, and strong high speed hardware. VR has high impact not only on research but on our daily living as well. This book has an aim to present applications, trends and newest development in three main disciplines: health sector, education and industry. In this book several new applications are presented in three sections. The first part of the book deals with health care applications. It is followed by a literature review of Augmented Reality (AR). The second section contains industry field education disciplines. The last part shows several industry applications and research. This book will be useful for researchers, engineers and students.
Virtual reality. --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Virtual reality
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Virtual Reality is clearly interdisciplinary research. It has, not only Information Technology importance but social, educational, economical importance too. It combines multiple disciplines for the development of virtual reality systems in which the user has the immersive feeling of being in the real world. Virtual reality has several applications in almost all fields of real life. The most typical fields for the application of virtual reality are health-care, engineering and game industry. This book may be a solid basis for the novice and advanced engineers who would like to develop user friendly Virtual Environments for education, rehabilitation and other applications of Virtual Reality. Our book provides a resource for wide variety of people including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students.
Virtual reality. --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Virtual reality
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