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Three-dimensional display systems --- 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
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Are you new to virtual reality? Do you want to create exciting interactive VR applications? There's no need to be daunted by the thought of creating interactive VR applications, it's much easier than you think with this hands-on, project-based guide that will take you through VR development essentials for desktop, mobile, and web-based games.
Virtual reality. --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality
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telecollaboration --- virtual exchange --- online intercultural exchange --- collaborative online international learning --- intercultural learning --- Telecommunication --- Shared virtual environments --- Educational technology --- Web-based instruction --- Courses, Online --- Online courses --- Online education --- Online instruction, Web-based --- Online teaching --- Web-based online instruction --- Computer-assisted instruction --- Distance education --- 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 --- Télécommunications --- Environnements virtuels partagés --- Technologie éducative --- Web-based instruction. --- Telecommunication. --- Shared virtual environments. --- Educational technology. --- Electric communication --- Mass communication --- Telecom --- Telecommunication industry --- Telecommunications --- Communication --- Information theory --- Telecommuting --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Teaching --- Aids and devices --- Télécommunications --- Environnements virtuels partagés --- Technologie éducative
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Augmented reality --- Virtual reality --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Law and legislation --- Law and legislation.
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State-of-the-Art Virtual Reality and Augmented Reality Knowhow is a compilation of recent advancements in digital technologies embracing a wide arena of disciplines. Amazingly, this book presents less business cases of these emerging technologies, but rather showcases the scientific use of VR/AR in healthcare, building industry and education. VR and AR are known to be resource intensive, namely, in terms of hardware and wearables - this is covered in a chapter on head-mounted display (HMD). The research work presented in this book is of excellent standard presented in a very pragmatic way; readers will appreciate the depth and breadth of the methodologies and discussions about the findings. We hope it serves as a springboard for future research and development in VR/AR and stands as a lighthouse for the scientific community.
Augmented reality. --- Virtual reality. --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- AR (Augmented reality) --- Computer-augmented reality --- Virtual Learning --- Social Sciences --- Education --- Social Sciences and Humanities
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Virtual reality --- Augmented reality --- Social aspects --- AR (Augmented reality) --- Computer-augmented reality --- Reality --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation
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Rehabilitation technology --- Virtual reality --- Virtual reality in medicine --- Industrial applications --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Engineering, Rehabilitation --- Rehabilitation engineering --- Rehabilitative engineering --- Technology, Rehabilitation --- Biomedical engineering
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Virtual environments (VE) are human-computer interfaces in which the computer creates a sensory-immersing environment that interactively responds to and is controlled by the behaviour of the user. Since these technologies will continue to become more reliable, more resolute and more affordable, it's important to consider the advantages that VEs may offer to support business processes. The term 'synthetic world' refers to a subset of VEs, having a large virtual landscape and a set of rules that govern the interactions among participants. Currently, the primary motivators for participation in these synthetic worlds appear to be fun and novelty. As the novelty wears off, synthetic worlds will need to demonstrate a favourable value proposition if they are to survive. In particular, non-game-oriented worlds will need to facilitate business processes to a degree that exceeds their substantial costs for development and maintenance. Working Through Synthetic Worlds explores a variety of different tasks that might benefit by being performed within a synthetic world. The editors use a distinctive format for the book, consisting of a set of chapters composed of three parts: ¢ a story or vignette that describes work conducted within a synthetic world based loosely on the question, 'what will work be like in the year 2025?', founded on the expert authors' expectations of plausible future technologies ¢ a scholarly review of the technologies described by the stories and the current theories related to those technologies ¢ a prescription for future research required to bridge the current state-of-the-art with the notional worlds described in the stories. The book will appeal to undergraduate and graduate students, professors, scientists and engineers, managers in high-tech industries and software developers.
Human-computer interaction --- Virtual reality in management --- Virtual reality --- Technological innovations --- Forecasting. --- Management --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User-centered system design --- User interfaces (Computer systems)
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This book explores the nature and importance of sound in virtual reality (VR). Approaching the subject from a holistic perspective, the book delivers an emergent framework of VR sound. This framework brings together numerous elements that collectively determine the nature of sound in VR; from various aspects of VR technology, to the physiological and psychological complexities of the user, to the wider technological, historical and sociocultural issues. Garner asks, amongst other things: what is the meaning of sound? How have fictional visions of VR shaped our expectations for present technology? How can VR sound hope to evoke the desired responses for such an infinitely heterogeneous user base? This book if for those with an interest in sound and VR, who wish to learn more about the great complexities of the subject and discover the contemporary issues from which future VR will surely advance.
Virtual reality. --- Sound. --- Acoustics --- Continuum mechanics --- Mathematical physics --- Physics --- Pneumatics --- Radiation --- Wave-motion, Theory of --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Music. --- Philosophy. --- Consciousness. --- Cultural Studies. --- Philosophy of Technology. --- Cognitive Psychology. --- Personality and Social Psychology. --- Apperception --- Mind and body --- Perception --- Philosophy --- Psychology --- Spirit --- Self --- Mental philosophy --- Humanities --- Art music --- Art music, Western --- Classical music --- Musical compositions --- Musical works --- Serious music --- Western art music --- Western music (Western countries) --- Cultural studies. --- Cognitive psychology. --- Personality. --- Social psychology. --- Mass psychology --- Psychology, Social --- Human ecology --- Social groups --- Sociology --- Personal identity --- Personality psychology --- Personality theory --- Personality traits --- Personology --- Traits, Personality --- Individuality --- Persons --- Temperament --- Psychology, Cognitive --- Cognitive science
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Ce guide répond aux questions et aux problématiques telles que les risques liés à une mauvaise utilisation d'internet, l'e-réputation, les jeux vidéo, le cyberharcèlement...en illustrant de cas concrets, de conseils et références.
Internet and teenagers --- Internet and families --- Shared virtual environments --- Online social networks --- Cell phones and teenagers --- Computer security. --- Internet and teenagers. --- Internet and children. --- Internet and youth. --- Web sites for children. --- Web browsing. --- Child welfare. --- Web 2.0. --- Computer Security --- Child Welfare --- Internet --- Technologies de l'information et de la communication --- Sécurité informatique. --- Internet et adolescents. --- Internet et enfants. --- Internet et jeunesse. --- Réseaux sociaux (Internet) --- Sites Web pour enfants. --- Navigation sur Internet. --- Technologies de l'information et de la communication. --- Protection de la jeunesse. --- Jeunes internautes --- Internet. --- Adolescents. --- Enfants. --- Enseignants. --- Parents. --- Social aspects. --- Guides pratiques et mémentos. --- Sécurité --- Mesures. --- Aspect social. --- Protection de la jeunesse
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