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Technological advancement in graphics and other human motion tracking hardware has promoted pushing"virtual reality" closer to "reality" and thus usage of virtual reality has been extended to various fields. The mosttypical fields for the application of virtual reality are medicine and engineering. The reviews in this bookdescribe the latest virtual reality-related knowledge in these two fields such as: advanced human-computerinteraction and virtual reality technologies, evaluation tools for cognition and behavior, medical and surgicaltreatment, neuroscience and neuro-rehabilitation, assistant tools for overcoming mental illnesses, educationaland industrial uses In addition, the considerations for virtual worlds in human society are discussed. This bookwill serve as a state-of-the-art resource for researchers who are interested in developing a beneficialtechnology for human society.
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Technological advancement in graphics and other human motion tracking hardware has promoted pushing"virtual reality" closer to "reality" and thus usage of virtual reality has been extended to various fields. The mosttypical fields for the application of virtual reality are medicine and engineering. The reviews in this bookdescribe the latest virtual reality-related knowledge in these two fields such as: advanced human-computerinteraction and virtual reality technologies, evaluation tools for cognition and behavior, medical and surgicaltreatment, neuroscience and neuro-rehabilitation, assistant tools for overcoming mental illnesses, educationaland industrial uses In addition, the considerations for virtual worlds in human society are discussed. This bookwill serve as a state-of-the-art resource for researchers who are interested in developing a beneficialtechnology for human society.
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The book presents a comprehensive study on the construction, validation, and application of a virtual reality simulator for the training of transurethral resection of the prostate (TURP). It discusses the history of surgical training and highlights the need for simulation technology in contemporary surgical education. The book further explores the construction and evaluation of a TURP simulator and identifies the specific abilities required to become a proficient surgeon. It concludes with supporting the use of validated simulation technology in a criterion-based training curriculum for residents and provides preliminary data on personality traits and visuospatial abilities that are important for learning a complex surgical procedure.
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Human-computer interaction --- Virtual reality --- User-Computer Interface --- Virtual Reality --- Information Technology
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Virtual reality --- Information technology --- Social aspects. --- Moral and ethical aspects.
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Telexistence is a fundamental concept which refers to the general technology that enables a human being to have a real-time sensation of being at a place other than where he or she actually exists. This book introduces the concept of this emerging technology.
Human-computer interaction. --- Virtual reality. --- Telecommunication --- Technological innovations.
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The future of the classroom is an issue that essentially concerns many of us as students, parents, taxpayers, policymakers, teachers, design professionals, or researchers. A glance at the history of pedagogical practice reveals, however, that despite rapid developments in the outside world, classrooms have evolved very little over the years. While our understanding of learning and favourable learning environments has substantially improved and technological innovations are offering a variety of new possibilities, it still seems that most of today’s schools and universities remain more or less unaffected by these developments. This book brings together the perspectives of researchers, architects, technical designers, and teachers on emerging theoretical and technological developments pertaining to the classroom of the future. Innovative ideas are offered on how new technologies and learning approaches can be integrated into schools. It challenges us to think of learning spaces in a new way. Classroom of the Future is of interest to researchers and students, designers and educators across various disciplines including education, cognitive, social and educational psychology, didactics, computer science and design as well as to parents and policymakers.
Classroom utilization. --- Virtual reality in education. --- Classrooms --- Classroom environment. --- Planning.
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Artificial intelligence --- Religion and science --- Robotics --- Virtual reality
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Researching Learning in Virtual Worlds covers a range of research undertaken in 3D virtual environments, looking at both the methods and results of the studies. This groundbreaking book is the first to specifically address research methods and related issues for education in virtual worlds. It opens with an accessible introduction to the book and to the subject, providing an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, making it essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines. Many of the chapters in this book are extended papers from Researching Learning in Virtual Environments (ReLIVE08), an international conference hosted by the Open University UK. Authors of the best papers and presentations from the conference were invited to contribute to Researching Learning in Virtual Worlds.
Virtual reality in education -- Congresses. --- Virtual reality in education -- Research -- Congresses. --- Virtual reality in education. --- Virtual reality in education --- Education --- Theory & Practice of Education --- Social Sciences --- Research --- Computer science. --- User interfaces (Computer systems). --- Computer Science. --- User Interfaces and Human Computer Interaction. --- Informatics --- Science --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Virtual reality in education - Congresses --- Virtual reality in education - Research - Congresses
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