Virtual Reality Headsets - A Theoretical and Pragmatic Approach

Virtual Reality Headsets - A Theoretical and Pragmatic Approach PDF Author: Philippe Fuchs
Publisher: CRC Press
ISBN: 1351803069
Category : Computers
Languages : en
Pages : 361

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Book Description
The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers and professionals. The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3I2 model’’. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges.

Virtual Reality Headsets - A Theoretical and Pragmatic Approach

Virtual Reality Headsets - A Theoretical and Pragmatic Approach PDF Author: Philippe Fuchs
Publisher: CRC Press
ISBN: 1351803069
Category : Computers
Languages : en
Pages : 361

Get Book Here

Book Description
The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers and professionals. The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3I2 model’’. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges.

Virtual Reality Headsets - A Theoretical and Pragmatic Approach

Virtual Reality Headsets - A Theoretical and Pragmatic Approach PDF Author: Philippe Fuchs
Publisher: CRC Press
ISBN: 1351803077
Category : Computers
Languages : en
Pages : 214

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Book Description
The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers and professionals. The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3I2 model’’. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges.

Augmented and Virtual Reality in Libraries

Augmented and Virtual Reality in Libraries PDF Author: Jolanda-Pieta van Arnhem
Publisher: Rowman & Littlefield
ISBN: 1538102927
Category : Language Arts & Disciplines
Languages : en
Pages : 249

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Book Description
Augmented and Virtual Reality in Libraries is written for librarians, by librarians: understanding that diverse communities use libraries, museums, and archives for a variety of different reasons. Many current books on this topic have a very technological focus on augmentation and are aimed towards computer programmers with advanced technology skills. This book makes augmented reality, virtual reality, and mixed reality applications much more accessible to professionals without extensive technology backgrounds. This innovative title touches on possible implementation, projects, and assessment needs for both academic and public libraries, museums, and archives.

Autonomous Vehicles and Virtual Reality

Autonomous Vehicles and Virtual Reality PDF Author: Andras Kemeny
Publisher: Springer Nature
ISBN: 3031452631
Category : Technology & Engineering
Languages : en
Pages : 140

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Book Description
This book concisely describes the technologies, human perception, and cognition issues relevant to autonomous vehicles. It also gives an insight in the changes bring about our future everyday lives. Autonomous vehicles are the future of the automobile industry. Automated driving (AD), also called self-driving, raises however several multiple questions, among them those of user safety and acceptation. Comprehensive HMI system design, with windshield display technics, will be necessary to deal with driving task delegations, bringing the use of VR or augmented reality (AR) technologies. In addition, the use of VR for all the vehicle interiors will progressively be proposed for entertainment, online business activities and for modified visual motion perception to alleviate car sickness, a form of motion sickness. Indeed, car sickness is already well known for many passengers, especially when reading or operating smartphones or other display devices. It is called to increase significantly with the introduction of autonomous vehicles where all users will be for long periods in various sitting positions. These two new trends, AD and VR, are already modifying our relationship with the world and the society. All together, they will change our way of life forever. The book will be of interest to professionals in the auto industry, researchers in automotive engineering and computer science and all those interested in the future of transport.

Individual and Contextual Factors in the English Language Classroom

Individual and Contextual Factors in the English Language Classroom PDF Author: Rahma Al-Mahrooqi
Publisher: Springer Nature
ISBN: 3030918815
Category : Education
Languages : en
Pages : 393

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Book Description
This edited volume examines a number of topics related to the roles of individual and contextual factors in English as second or foreign language (ESL/EFL) settings by presenting chapters across the three sections of theoretical and pedagogical approaches, teacher and learner research, and research into the roles of technology. The book has a focus on practical actions and recommendations related to individual and contextual factors in ESL/EFL, with a specific concern with issues of cognition, metacognition, emotion, and identity, and offers perspectives from a diverse range of international education settings. For teachers of ESL/EFL, the effective recognition and integration of individual and contextual factors into the classroom may represent a significant challenge. This is often the case in those settings where native English speaking teachers work in foreign language contexts where they may have limited understanding of local cultures and languages, or where language instructors have class groups that are culturally and linguistically diverse. In these, and similar, contexts, the types and extent of individual and contextual factors impacting on language learning may challenge both learner and instructor expectations of what an effective and supportive classroom is. While such a situation offers numerous opportunities for learners and teachers to expand their knowledge of themselves and each other, it also presents the possibility for ineffective teaching and learning to occur. It is within this framework that the book presents the latest theoretical, pedagogical, and research perspectives from around the world, thereby providing a resource for all stakeholders with an interest in the roles individual and contextual factors play in the English learning process.

HCI International 2022 – Late Breaking Papers: Interacting with eXtended Reality and Artificial Intelligence

HCI International 2022 – Late Breaking Papers: Interacting with eXtended Reality and Artificial Intelligence PDF Author: Jessie Y. C. Chen
Publisher: Springer Nature
ISBN: 3031217071
Category : Computers
Languages : en
Pages : 630

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Book Description
This proceedings LNCS 13518 constitutes the refereed proceedings of the 24th International Conference on Human-Computer Interaction, HCII 2022, which was held virtually as part of the 24th International Conference, HCII 2022, in June/July 2022. HCII 2022 received a total of 5583 submissions from academia, research institutes, industry, and governmental agencies from 88 countries submitted contributions, and 1276 papers and 275 posters were included in the proceedings that were published just before the start of the conference. Additionally, 296 papers and 181 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The contributions thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.

Covering Extended Reality Technologies in the Media

Covering Extended Reality Technologies in the Media PDF Author: Emma Kaylee Graves
Publisher: Taylor & Francis
ISBN: 1003832415
Category : Language Arts & Disciplines
Languages : en
Pages : 151

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Book Description
This book presents a study of the news coverage of extended reality technologies (virtual, augmented and mixed reality; or XR) and how this news corresponds with the marketing of XR products. Focusing on a group of recently emerging technological products, the book offers in-depth analysis of the news coverage of XR technologies and explores the overlap between news discourse and promotional discourse by comparing the way these products are framed in the news and their marketing materials. Using both quantitative and qualitative data, it discusses the topics covered in XR news, as well as the sources used and the specific framing techniques that appear in both XR news and marketing materials. In addition to these findings, it also provides a set of frame categories that can be used by other researchers analysing the media coverage of emerging technologies. Ultimately arguing that the news represents XR in such a way that treats readers as consumers instead of citizens, prioritising the interests of XR companies rather than news audiences, this book will be of interest to students and researchers in media and communications, discourse studies, journalism, PR and marketing and innovation studies, as well as XR practitioners.

HCI International 2020 – Late Breaking Posters

HCI International 2020 – Late Breaking Posters PDF Author: Constantine Stephanidis
Publisher: Springer Nature
ISBN: 3030607038
Category : Computers
Languages : en
Pages : 671

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Book Description
This book constitutes the extended abstracts of the posters presented during the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place. In addition, a total of 333 papers and 144 posters are included in the volumes of the proceedings published after the conference as “Late Breaking Work” (papers and posters). These contributions address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems. The 82 papers presented in this volume are organized in topical sections as follows: design for all and sssisitive technologies; virtual, augmented and mixed reality; learning; HCI, culture and art; health and wellbeing applications; HCI in mobility, automotive and aviation.

Interactive Mobile Communication Technologies and Learning

Interactive Mobile Communication Technologies and Learning PDF Author: Michael E. Auer
Publisher: Springer
ISBN: 3319751751
Category : Technology & Engineering
Languages : en
Pages : 984

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Book Description
Interactive mobile technologies have now become the core of many—if not all—fields of society. Not only do the younger generation of students expect a mobile working and learning environment, but also the new ideas, technologies and solutions introduced on a nearly daily basis also boost this trend. Discussing and assessing key trends in the mobile field were the primary aims of the 11th International Conference on Interactive Mobile Communication, Technologies and Learning (IMCL2017), which was held in Thessaloniki from 30 November to 01 December 2017. Since being founded in 2006, the conference has been devoted to new approaches in interactive mobile technologies, with a focus on learning. The IMCL conferences have in the meanwhile become a central forum of the exchange of new research results and relevant trends, as well as best practices. This book contains papers in the fields of: Future Trends and Emerging Mobile Technologies Design and Development of Mobile Learning Apps and Content Mobile Games—Gamification and Mobile Learning Adaptive Mobile Environments Augmented Reality and Immersive Applications Tangible, Embedded and Embodied Interaction Interactive Collaborative and Blended Learning Digital Technology in Sports Mobile Health Care and Training Multimedia Learning in Music Education 5G Network Infrastructure Case Studies Real-World Experiences The content will appeal to a broad readership, including policymakers, academics, educators, researchers in pedagogy and learning theory, school teachers, the learning industry, further education lecturers, etc.

Getting Rid of Cybersickness

Getting Rid of Cybersickness PDF Author: Andras Kemeny
Publisher: Springer Nature
ISBN: 3030593428
Category : Computers
Languages : en
Pages : 158

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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.