Cybersickness in Virtual Reality Versus Augmented Reality

Cybersickness in Virtual Reality Versus Augmented Reality PDF Author: Kay Marie Stanney
Publisher: Frontiers Media SA
ISBN: 2889718123
Category : Technology & Engineering
Languages : en
Pages : 163

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Book Description

Cybersickness in Virtual Reality Versus Augmented Reality

Cybersickness in Virtual Reality Versus Augmented Reality PDF Author: Kay Marie Stanney
Publisher: Frontiers Media SA
ISBN: 2889718123
Category : Technology & Engineering
Languages : en
Pages : 163

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Book Description


Getting Rid of Cybersickness

Getting Rid of Cybersickness PDF Author: Andras Kemeny
Publisher: Springer Nature
ISBN: 3030593428
Category : Computers
Languages : en
Pages : 148

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Book Description
This book provides a concise overview of VR systems and their cybersickness effects, giving a description of possible reasons and existing solutions to reduce or avoid them. Moreover, the book explores the impact that understanding how efficiently our brains are producing a coherent and rich representation of the perceived outside world would have on helping VR technics to be more efficient and friendly to use. Getting Rid of Cybersickness will help readers to understand the underlying technics and social stakes involved, from engineering design to autonomous vehicle motion sickness to video games, with the hope of providing an insight of VR sickness induced by the emerging immersive technologies. This book will therefore be of interest to academics, researchers and designers within the field of VR, as well as industrial users of VR and driving simulators.

Virtual Reality and Augmented Reality

Virtual Reality and Augmented Reality PDF Author: Bruno Arnaldi
Publisher: John Wiley & Sons
ISBN: 1786301059
Category : Computers
Languages : en
Pages : 370

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Book Description
Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.

Virtual, Augmented and Mixed Reality. Design and Interaction

Virtual, Augmented and Mixed Reality. Design and Interaction PDF Author: Jessie Y. C. Chen
Publisher: Springer Nature
ISBN: 3030496953
Category : Computers
Languages : en
Pages : 674

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Book Description
The 2 volume-set of LNCS 12190 and 12191 constitutes the refereed proceedings of the 12th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2020, which was due to be held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark. The conference was held virtually due to the COVID-19 pandemic. A total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. The 71 papers included in these HCI 2020 proceedings were organized in topical sections as follows: Part I: design and user experience in VAMR; gestures and haptic interaction in VAMR; cognitive, psychological and health aspects in VAMR; robots in VAMR. Part II: VAMR for training, guidance and assistance in industry and business; learning, narrative, storytelling and cultural applications of VAMR; VAMR for health, well-being and medicine.

Simulator Sickness in Virtual Environments

Simulator Sickness in Virtual Environments PDF Author: Eugenia M. Kolasinski
Publisher:
ISBN:
Category : Motion sickness
Languages : en
Pages : 74

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Book Description


Virtual Worlds: The Virtual Reality and Augmented Reality Intersections

Virtual Worlds: The Virtual Reality and Augmented Reality Intersections PDF Author:
Publisher: BRILL
ISBN: 1848883846
Category : Social Science
Languages : en
Pages : 90

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Book Description


Using VR in Medicine

Using VR in Medicine PDF Author: Cathleen Small
Publisher: Cavendish Square Publishing, LLC
ISBN: 1502645718
Category : Young Adult Nonfiction
Languages : en
Pages : 80

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Book Description
Medicine is an ever-changing field in which new treatments and diagnostic techniques are introduced constantly. With the increased use of virtual and augmented reality, surgeons have the capacity to "see" into a patient's body before even making a single cut. Medical students can learn the field by practicing risk-free on virtual patients in a 3D environment. Psychiatrists can treat conditions such as post-traumatic stress disorder without the increased use of pharmaceuticals. This book explains both virtual and augmented reality while also showcasing the latest, cutting-edge applications of these technologies in the medical field. Readers will also learn how they can pursue a career using these technologies to benefit patients.

Virtual, Augmented Reality and Serious Games for Healthcare 1

Virtual, Augmented Reality and Serious Games for Healthcare 1 PDF Author: Minhua Ma
Publisher: Springer Science & Business
ISBN: 3642548164
Category : Technology & Engineering
Languages : en
Pages : 570

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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.

The Impact of Virtual and Augmented Reality on Individuals and Society

The Impact of Virtual and Augmented Reality on Individuals and Society PDF Author: Mel Slater
Publisher: Frontiers Media SA
ISBN: 2889630641
Category :
Languages : en
Pages : 335

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Book Description


Reality Media

Reality Media PDF Author: Jay David Bolter
Publisher: MIT Press
ISBN: 0262361922
Category : Social Science
Languages : en
Pages : 245

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Book Description
How augmented reality and virtual reality are taking their places in contemporary media culture alongside film and television. T This book positions augmented reality (AR) and virtual reality (VR) firmly in contemporary media culture. The authors view AR and VR not as the latest hyped technologies but as media—the latest in a series of what they term “reality media,” taking their places alongside film and television. Reality media inserts a layer of media between us and our perception of the world; AR and VR do not replace reality but refashion a reality for us. Each reality medium mediates and remediates; each offers a new representation that we implicitly compare to our experience of the world in itself but also through other media. The authors show that as forms of reality media emerge, they not only chart a future path for media culture, but also redefine media past. With AR and VR in mind, then, we can recognize their precursors in eighteenth-century panoramas and the Broadway lights of the 1930s. A digital version of Reality Media, available through the book’s website, invites readers to visit a series of virtual rooms featuring interactivity, 3-D models, videos, images, and texts that explore the themes of the book.