Author: Suman Dutta
Publisher: BPB Publications
ISBN: 935551722X
Category : Computers
Languages : en
Pages : 263
Book Description
Stay prepared for the next wave of technological innovation with VR and AR KEY FEATURES ● Gain a deep understanding of history, development, and applications in fields of gaming, education, healthcare, and architecture. ● Developing benefits and risks of virtual and extended reality. ● Case studies, examples, and discussions demonstrating how to apply concepts and monetize them in the real world. DESCRIPTION Virtual and extended reality technologies have come a long way since their inception, and today, they are poised to change how we work, learn, and interact with the world. From gaming and entertainment to education, healthcare, and beyond, these technologies have the potential to revolutionize many aspects of our lives. Understand the advancement of VR hardware, then master immersive design principles and analyze the powerful role of AI in XR. Explore the frontiers of VR/AR applications, from revolutionizing healthcare with virtual surgery simulations to bringing history to life with interactive AR experiences. Learn the business landscape of VR/AR, perfect the ethical considerations, and gain a deep understanding of the technical workings behind these incredible technologies. With practical guidance on building VR apps in Unity and monetizing your creations. By the end of the book, readers will have a deep understanding of the potential benefits and risks of these technologies, as well as the knowledge and tools needed to build successful VR and AR applications that are both innovative and ethical. WHAT YOU WILL LEARN ● Understand fundamentals of Immersive technologies like AR, VR, and XR. ● In-depth understanding of the concepts of presence. ● Understand the ethical considerations surrounding VR and AR. ● How VR applications can be built with unity and the scope of monetization. WHO THIS BOOK IS FOR This book is for tech enthusiasts, educators, healthcare professionals, artists, and entrepreneurs alike, offering a captivating journey into the future of immersive technologies. TABLE OF CONTENTS 1. Immersive Technology Promise and Potential 2. The Psychology of Presence in Immersive Technologies 3. Designing Immersive Experience 4. Evolution of VR Hardware 5. The Role of AI in AR, VR, and XR 6. Business Landscape of AR, VR, and XR 7. Applications of AR, VR, and XR in Healthcare 8. Applications of AR, VR, and XR in Education 9. Ethics in Immersive Technologies 10. 3D Modeling and User Interface Design 11. Building VR Applications with Unity 12. Building and Monetizing Successful VR and AR Applications
Immersive Realm of Extended Reality
Author: Suman Dutta
Publisher: BPB Publications
ISBN: 935551722X
Category : Computers
Languages : en
Pages : 263
Book Description
Stay prepared for the next wave of technological innovation with VR and AR KEY FEATURES ● Gain a deep understanding of history, development, and applications in fields of gaming, education, healthcare, and architecture. ● Developing benefits and risks of virtual and extended reality. ● Case studies, examples, and discussions demonstrating how to apply concepts and monetize them in the real world. DESCRIPTION Virtual and extended reality technologies have come a long way since their inception, and today, they are poised to change how we work, learn, and interact with the world. From gaming and entertainment to education, healthcare, and beyond, these technologies have the potential to revolutionize many aspects of our lives. Understand the advancement of VR hardware, then master immersive design principles and analyze the powerful role of AI in XR. Explore the frontiers of VR/AR applications, from revolutionizing healthcare with virtual surgery simulations to bringing history to life with interactive AR experiences. Learn the business landscape of VR/AR, perfect the ethical considerations, and gain a deep understanding of the technical workings behind these incredible technologies. With practical guidance on building VR apps in Unity and monetizing your creations. By the end of the book, readers will have a deep understanding of the potential benefits and risks of these technologies, as well as the knowledge and tools needed to build successful VR and AR applications that are both innovative and ethical. WHAT YOU WILL LEARN ● Understand fundamentals of Immersive technologies like AR, VR, and XR. ● In-depth understanding of the concepts of presence. ● Understand the ethical considerations surrounding VR and AR. ● How VR applications can be built with unity and the scope of monetization. WHO THIS BOOK IS FOR This book is for tech enthusiasts, educators, healthcare professionals, artists, and entrepreneurs alike, offering a captivating journey into the future of immersive technologies. TABLE OF CONTENTS 1. Immersive Technology Promise and Potential 2. The Psychology of Presence in Immersive Technologies 3. Designing Immersive Experience 4. Evolution of VR Hardware 5. The Role of AI in AR, VR, and XR 6. Business Landscape of AR, VR, and XR 7. Applications of AR, VR, and XR in Healthcare 8. Applications of AR, VR, and XR in Education 9. Ethics in Immersive Technologies 10. 3D Modeling and User Interface Design 11. Building VR Applications with Unity 12. Building and Monetizing Successful VR and AR Applications
Publisher: BPB Publications
ISBN: 935551722X
Category : Computers
Languages : en
Pages : 263
Book Description
Stay prepared for the next wave of technological innovation with VR and AR KEY FEATURES ● Gain a deep understanding of history, development, and applications in fields of gaming, education, healthcare, and architecture. ● Developing benefits and risks of virtual and extended reality. ● Case studies, examples, and discussions demonstrating how to apply concepts and monetize them in the real world. DESCRIPTION Virtual and extended reality technologies have come a long way since their inception, and today, they are poised to change how we work, learn, and interact with the world. From gaming and entertainment to education, healthcare, and beyond, these technologies have the potential to revolutionize many aspects of our lives. Understand the advancement of VR hardware, then master immersive design principles and analyze the powerful role of AI in XR. Explore the frontiers of VR/AR applications, from revolutionizing healthcare with virtual surgery simulations to bringing history to life with interactive AR experiences. Learn the business landscape of VR/AR, perfect the ethical considerations, and gain a deep understanding of the technical workings behind these incredible technologies. With practical guidance on building VR apps in Unity and monetizing your creations. By the end of the book, readers will have a deep understanding of the potential benefits and risks of these technologies, as well as the knowledge and tools needed to build successful VR and AR applications that are both innovative and ethical. WHAT YOU WILL LEARN ● Understand fundamentals of Immersive technologies like AR, VR, and XR. ● In-depth understanding of the concepts of presence. ● Understand the ethical considerations surrounding VR and AR. ● How VR applications can be built with unity and the scope of monetization. WHO THIS BOOK IS FOR This book is for tech enthusiasts, educators, healthcare professionals, artists, and entrepreneurs alike, offering a captivating journey into the future of immersive technologies. TABLE OF CONTENTS 1. Immersive Technology Promise and Potential 2. The Psychology of Presence in Immersive Technologies 3. Designing Immersive Experience 4. Evolution of VR Hardware 5. The Role of AI in AR, VR, and XR 6. Business Landscape of AR, VR, and XR 7. Applications of AR, VR, and XR in Healthcare 8. Applications of AR, VR, and XR in Education 9. Ethics in Immersive Technologies 10. 3D Modeling and User Interface Design 11. Building VR Applications with Unity 12. Building and Monetizing Successful VR and AR Applications
Multidisciplinary Applications of Extended Reality for Human Experience
Author: Kajla, Tanveer
Publisher: IGI Global
ISBN:
Category : Computers
Languages : en
Pages : 513
Book Description
In today's rapidly evolving digital landscape, extended reality (XR) technologies have emerged as transformative tools that blur the boundaries between the physical and digital worlds. However, with this innovation comes a host of complex challenges. From ethical considerations in virtual reality research to legal and regulatory hurdles in extended reality, navigating this dynamic terrain requires a deep understanding of technology and human behavior. The lack of comprehensive resources that bridge these disciplines poses a significant barrier to those seeking to harness the full potential of immersive technologies. Multidisciplinary Applications of Extended Reality for Human Experience addresses this critical gap by offering a multidisciplinary exploration of XR's impact on society. Through expert contributions from diverse fields, including psychology, sociology, design, and culture, this book provides a comprehensive understanding of how XR technologies are reshaping human perceptions and interactions. It serves as a foundational text for academics, researchers, and industry professionals seeking to navigate the complexities of immersive technologies and their profound implications for human life.
Publisher: IGI Global
ISBN:
Category : Computers
Languages : en
Pages : 513
Book Description
In today's rapidly evolving digital landscape, extended reality (XR) technologies have emerged as transformative tools that blur the boundaries between the physical and digital worlds. However, with this innovation comes a host of complex challenges. From ethical considerations in virtual reality research to legal and regulatory hurdles in extended reality, navigating this dynamic terrain requires a deep understanding of technology and human behavior. The lack of comprehensive resources that bridge these disciplines poses a significant barrier to those seeking to harness the full potential of immersive technologies. Multidisciplinary Applications of Extended Reality for Human Experience addresses this critical gap by offering a multidisciplinary exploration of XR's impact on society. Through expert contributions from diverse fields, including psychology, sociology, design, and culture, this book provides a comprehensive understanding of how XR technologies are reshaping human perceptions and interactions. It serves as a foundational text for academics, researchers, and industry professionals seeking to navigate the complexities of immersive technologies and their profound implications for human life.
Extended Reality and Metaverse
Author: Timothy Jung
Publisher: Springer Nature
ISBN: 3031253906
Category : Business & Economics
Languages : en
Pages : 347
Book Description
This book features the latest research in the area of immersive technologies as presented at the 7th International Extended Reality (XR) Conference, held in Lisbon, Portugal in 2022. Bridging the gap between academia and industry, it showcases the latest advances in augmented reality (AR), virtual reality (VR), extended reality (XR) and metaverse and their applications in various sectors such as business, marketing, retail, education, healthcare, tourism, events, fashion, entertainment, and gaming. The volume gathers selected research papers by prominent AR, VR, XR and metaverse scholars from around the world. Presenting the most significant topics and latest findings in the fields of augmented reality, virtual reality, extended reality and metaverse, it will be a valuable asset for academics and practitioners alike.
Publisher: Springer Nature
ISBN: 3031253906
Category : Business & Economics
Languages : en
Pages : 347
Book Description
This book features the latest research in the area of immersive technologies as presented at the 7th International Extended Reality (XR) Conference, held in Lisbon, Portugal in 2022. Bridging the gap between academia and industry, it showcases the latest advances in augmented reality (AR), virtual reality (VR), extended reality (XR) and metaverse and their applications in various sectors such as business, marketing, retail, education, healthcare, tourism, events, fashion, entertainment, and gaming. The volume gathers selected research papers by prominent AR, VR, XR and metaverse scholars from around the world. Presenting the most significant topics and latest findings in the fields of augmented reality, virtual reality, extended reality and metaverse, it will be a valuable asset for academics and practitioners alike.
Universal Design in Video Games
Author: Adam Palmquist
Publisher: Springer Nature
ISBN: 3031305957
Category :
Languages : en
Pages : 310
Book Description
Publisher: Springer Nature
ISBN: 3031305957
Category :
Languages : en
Pages : 310
Book Description
Creating Immersive Learning Experiences Through Virtual Reality (VR)
Author: Mazhar Hussain, Shaik
Publisher: IGI Global
ISBN:
Category : Education
Languages : en
Pages : 510
Book Description
In the evolving educational environment, the search for engaging and effective learning experiences has led to the research and implementation of the latest technologies. Among them, virtual reality (VR) stands out as a transformative tool that promises to redefine the transmission and absorption of information. Bringing VR to education is not just a technical innovation, but a pedagogical revolution. It represents a shift from passive learning to active learning, where students are not only observers but participants in their educational journey. Creating Immersive Learning Experiences Through Virtual Reality (VR) provides a comprehensive and up-to-date overview of the application of VR technologies in education, highlighting the gaps in current literature, future research goals, and facilitating interdisciplinary collaboration among technologists, educators, and policymakers to better address the complex challenges of the effective adoption of these technologies. This book provides case studies, evidence-based knowledge and practical guidance regarding ethical concerns, theoretical foundations, practical applications, and pedagogical strategies.
Publisher: IGI Global
ISBN:
Category : Education
Languages : en
Pages : 510
Book Description
In the evolving educational environment, the search for engaging and effective learning experiences has led to the research and implementation of the latest technologies. Among them, virtual reality (VR) stands out as a transformative tool that promises to redefine the transmission and absorption of information. Bringing VR to education is not just a technical innovation, but a pedagogical revolution. It represents a shift from passive learning to active learning, where students are not only observers but participants in their educational journey. Creating Immersive Learning Experiences Through Virtual Reality (VR) provides a comprehensive and up-to-date overview of the application of VR technologies in education, highlighting the gaps in current literature, future research goals, and facilitating interdisciplinary collaboration among technologists, educators, and policymakers to better address the complex challenges of the effective adoption of these technologies. This book provides case studies, evidence-based knowledge and practical guidance regarding ethical concerns, theoretical foundations, practical applications, and pedagogical strategies.
Religious Tourism and Globalization
Author: Darius Liutikas
Publisher: CABI
ISBN: 1800623658
Category : Business & Economics
Languages : en
Pages : 220
Book Description
Is it possible to identify the positive and negative effects of globalization on religious tourism or to estimate the transformation of the internal and external constructs of pilgrimage by these effects? In order to address these questions, this book highlights the importance of the search for identity and transformative experience during religious tourism. It also looks at how, recently, globalization has played a part in the changes of the concept of personal and social identity and the transformative experience of pilgrimage. This book will be suitable for researchers and students of religious tourism, pilgrimage, identity tourism, as well as related subjects such as sociology, anthropology, psychology, theology, history and cultural studies.
Publisher: CABI
ISBN: 1800623658
Category : Business & Economics
Languages : en
Pages : 220
Book Description
Is it possible to identify the positive and negative effects of globalization on religious tourism or to estimate the transformation of the internal and external constructs of pilgrimage by these effects? In order to address these questions, this book highlights the importance of the search for identity and transformative experience during religious tourism. It also looks at how, recently, globalization has played a part in the changes of the concept of personal and social identity and the transformative experience of pilgrimage. This book will be suitable for researchers and students of religious tourism, pilgrimage, identity tourism, as well as related subjects such as sociology, anthropology, psychology, theology, history and cultural studies.
Entertainment Computing – ICEC 2023
Author: Paolo Ciancarini
Publisher: Springer Nature
ISBN: 9819982480
Category : Computers
Languages : en
Pages : 531
Book Description
This book constitutes the refereed proceedings of the 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, which was held in Bologna, Italy, during November 15–17, 2023. The 13 full papers and 5 short papers presented in this book were carefully reviewed and selected from 85 submissions. They cover a large range of topics in the following thematic areas: Game Experience; Player Engagement and Analysis; Serious Gameplay; Entertainment Methods and Tools; Extended Reality; Game Design; Interactive Entertainment; Student Game Competition; Workshops and Tutorials; and Aesthetics and Empowerment. .
Publisher: Springer Nature
ISBN: 9819982480
Category : Computers
Languages : en
Pages : 531
Book Description
This book constitutes the refereed proceedings of the 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, which was held in Bologna, Italy, during November 15–17, 2023. The 13 full papers and 5 short papers presented in this book were carefully reviewed and selected from 85 submissions. They cover a large range of topics in the following thematic areas: Game Experience; Player Engagement and Analysis; Serious Gameplay; Entertainment Methods and Tools; Extended Reality; Game Design; Interactive Entertainment; Student Game Competition; Workshops and Tutorials; and Aesthetics and Empowerment. .
Screenwriting for Virtual Reality
Author: Kath Dooley
Publisher: Springer Nature
ISBN: 3031541006
Category :
Languages : en
Pages : 329
Book Description
Publisher: Springer Nature
ISBN: 3031541006
Category :
Languages : en
Pages : 329
Book Description
Intelligent Buildings and Infrastructure with Sustainable and Social Values
Author: Derek Clements-Croome
Publisher: Emerald Group Publishing
ISBN: 1835498205
Category : Technology & Engineering
Languages : en
Pages : 372
Book Description
Intelligent Buildings and Infrastructure with Sustainable and Social Values, Third edition is a comprehensive guide to the latest knowledge on the design, management, operation and technology of intelligent buildings and cities for sustainable developments that meet the needs of users now and in the future.
Publisher: Emerald Group Publishing
ISBN: 1835498205
Category : Technology & Engineering
Languages : en
Pages : 372
Book Description
Intelligent Buildings and Infrastructure with Sustainable and Social Values, Third edition is a comprehensive guide to the latest knowledge on the design, management, operation and technology of intelligent buildings and cities for sustainable developments that meet the needs of users now and in the future.
Computers as Theatre
Author: Brenda Laurel
Publisher: Pearson Education
ISBN: 0321918622
Category : Computers
Languages : en
Pages : 272
Book Description
Brenda Laurel's Computers as Theatre revolutionized the field of human-computer interaction, offering ideas that inspired generations of interface and interaction designers-and continue to inspire them. Laurel's insight was that effective interface design, like effective drama, must engage the user directly in an experience involving both thought and emotion. Her practical conclusion was that a user's enjoyment must be a paramount design consideration, and this demands a deep awareness of dramatic theory and technique, both ancient and modern. Now, two decades later, Laurel has revised and revamped her influential work, reflecting back on enormous change and personal experience and forward toward emerging technologies and ideas that will transform human-computer interaction yet again. Beginning with a clear analysis of classical drama theory, Laurel explores new territory through the lens of dramatic structure and purpose. Computers as Theatre, Second Edition, is directed to a far wider audience, is written more simply and elegantly, is packed with new examples, and is replete with exciting and important new ideas. This book Draws lessons from massively multiplayer online games and systems, social networks, and mobile devices with embedded sensors Integrates values-driven design as a key principle Integrates key ideas about virtual reality Covers new frontiers, including augmented reality, distributed and participatory sensing, interactive public installations and venues, and design for emergence Once more, Brenda Laurel will help you see the connection between humans and computers as you never have before-and help you build interfaces and interactions that are pleasurably, joyously right!
Publisher: Pearson Education
ISBN: 0321918622
Category : Computers
Languages : en
Pages : 272
Book Description
Brenda Laurel's Computers as Theatre revolutionized the field of human-computer interaction, offering ideas that inspired generations of interface and interaction designers-and continue to inspire them. Laurel's insight was that effective interface design, like effective drama, must engage the user directly in an experience involving both thought and emotion. Her practical conclusion was that a user's enjoyment must be a paramount design consideration, and this demands a deep awareness of dramatic theory and technique, both ancient and modern. Now, two decades later, Laurel has revised and revamped her influential work, reflecting back on enormous change and personal experience and forward toward emerging technologies and ideas that will transform human-computer interaction yet again. Beginning with a clear analysis of classical drama theory, Laurel explores new territory through the lens of dramatic structure and purpose. Computers as Theatre, Second Edition, is directed to a far wider audience, is written more simply and elegantly, is packed with new examples, and is replete with exciting and important new ideas. This book Draws lessons from massively multiplayer online games and systems, social networks, and mobile devices with embedded sensors Integrates values-driven design as a key principle Integrates key ideas about virtual reality Covers new frontiers, including augmented reality, distributed and participatory sensing, interactive public installations and venues, and design for emergence Once more, Brenda Laurel will help you see the connection between humans and computers as you never have before-and help you build interfaces and interactions that are pleasurably, joyously right!