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Books > Computing & IT > Applications of computing > Virtual reality
Nowadays, Virtual Reality (VR) is commonly used in various
applications including entertainment, education and training,
manufacturing, medical and rehabilitation. VR not only provides
immersive stereoscopic visualization of virtual environments and
the visualization effect and computer graphics are critical to
enhancing the engagement of participants and thus increases
education and training effectiveness. Nevertheless, constructing
realistic 3D models and scenarios for a specific application of VR
simulation is not an easy task. There are many different tools for
3D modelling such as ZBrush, Blender, SketchUp, AutoCAD,
SolidWorks, 3Ds Max, Maya, Rhino3D, CATIA, and more. Many of the
modelling tools are very professional and used for manufacturing
and product design application. The advanced features and functions
may not be applicable to different levels of users and various
specialization. This book explores the application of virtual
reality in healthcare settings. This includes 3D modelling
techniques, texturing, assigning material, and more. It allows for
not only modelling and rendering techniques, but modelling,
dressing, and animation in healthcare applications. The potential
market of readers, including those from the engineering disciplines
such as computer sciences/ computer engineering, product designers,
and more. Other potential readers are those studying nursing and
medicine, healthcare workers, and anyone interested in the
development of VR applications for industry use. In addition, this
is suitable for readers from other industries that may need to
apply virtual reality in their field.
Virtual Reality (VR) is the use of computer technology to construct
an environment that is simulated. VR places the user inside and in
the center of the experience, unlike conventional user interfaces.
Users are immersed and able to connect with 3D environments instead
of seeing a screen in front of them. The computer has to role to
provide the experiences of the user in this artificial environment
by simulating as many senses as possible, such as sight, hearing,
touch and smell. In Augmented Reality (AR) we have an enhanced
version of the real physical world that is achieved through the use
of digital visual elements, sound, or other sensory stimuli
delivered via technology. It can be seen as VR imposed into real
life. In both VR and AR the experience is composed of a virtual or
extended world, an immersion technology, sensory feedback and
interactivity. These elements use a multitude of technologies that
must work together and presented to the user seamlessly integrated
and synchronized. This book is dedicated to applications, new
technologies and emerging trends in the fields of virtual reality
and augmented reality in healthcare. It is intended to cover
technical areas as well as areas of applied intervention. It is
expected to cover hardware and software technologies while
encompassing all components of the virtual experience. The main
goal of this book is to show how to put Virtual Reality in action
by linking academic and informatics researchers with professionals
who use and need VR in their day-a-day work, with a special focus
on healthcare professionals and related areas. The idea is to
disseminate and exchange the knowledge, information and technology
provided by the international communities in the area of VR, AR and
XR throughout the 21st century. Another important goal is to
synthesize all the trends, best practices, methodologies, languages
and tools which are used to implement VR. In order to shape the
future of VR, new paradigms and technologies should be discussed,
not forgetting aspects related to regulation and certification of
VR technologies, especially in the healthcare area. These last
topics are crucial for the standardization of VR. This book will
present important achievements and will show how to use VR
technologies in a full range of settings able to provide decision
support anywhere and anytime using this new approach.
Most of our everyday life experiences are multisensory in nature;
that is, they consist of what we see, hear, feel, taste, smell, and
much more. Almost any experience you can think of, such as eating a
meal or going to the cinema, involves a magnificent sensory world.
In recent years, many of these experiences have been increasingly
transformed and capitalised on through advancements that adapt the
world around us - through technology, products, and services - to
suit our ever more computerised environment. Multisensory
Experiences: Where the senses meet technology looks at this trend
and offers a comprehensive introduction to the dynamic world of
multisensory experiences and design. It takes the reader from the
fundamentals of multisensory experiences, through the relationship
between the senses and technology, to finally what the future of
those experiences may look like, and our responsibility in it. This
book empowers you to shape your own and other people's experiences
by considering the multisensory worlds that we live in through a
journey that marries science and practice. It also shows how we can
take advantage of the senses and how they shape our experiences
through intelligent technological design.
Due to the growing prevalence of artificial intelligence
technologies, schools, museums, and art galleries will need to
change traditional ways of working and conventional thought
processes to fully embrace their potential. Integrating virtual and
augmented reality technologies and wearable devices into these
fields can promote higher engagement in an increasingly digital
world. Virtual and Augmented Reality in Education, Art, and Museums
is an essential research book that explores the strategic role and
use of virtual and augmented reality in shaping visitor experiences
at art galleries and museums and their ability to enhance
education. Highlighting a range of topics such as online learning,
digital heritage, and gaming, this book is ideal for museum
directors, tour developers, educational software designers, 3D
artists, designers, curators, preservationists, conservationists,
education coordinators, academicians, researchers, and students.
The emergent phenomena of virtual reality, augmented reality, and
mixed reality is having an impact on ways people communicate with
technology and with each other. Schools and higher education
institutions are embracing these emerging technologies and
implementing them at a rapid pace. The challenge, however, is to
identify well-defined problems where these innovative technologies
can support successful solutions and subsequently determine the
efficacy of effective virtual learning environments. Emerging
Technologies in Virtual Learning Environments is an essential
scholarly research publication that provides a deeper look into 3D
virtual environments and how they can be developed and applied for
the benefit of student learning and teacher training. This book
features a wide range of topics in the areas of science,
technology, engineering, arts, and math to ensure a blend of both
science and humanities research. Therefore, it is ideal for
curriculum developers, instructional designers, teachers, school
administrators, higher education faculty, professionals,
researchers, and students studying across all academic disciplines.
Augmented Reality (AR) is the blending of digital information in a
real-world environment. A common example can be seen during any
televised football game, in which information about the game is
digitally overlaid on the field as the players move and position
themselves. Another application is Google Glass, which enables
users to see AR graphics and information about their location and
surroundings on the lenses of their "digital eyewear", changing in
real-time as they move about. Augmented Reality Law, Privacy, and
Ethics is the first book to examine the social, legal, and ethical
issues surrounding AR technology. Digital eyewear products have
very recently thrust this rapidly-expanding field into the
mainstream, but the technology is so much more than those devices.
Industry analysts have dubbed AR the "eighth mass medium" of
communications. Science fiction movies have shown us the promise of
this technology for decades, and now our capabilities are finally
catching up to that vision. Augmented Reality will influence
society as fundamentally as the Internet itself has done, and such
a powerful medium cannot help but radically affect the laws and
norms that govern society. No author is as uniquely qualified to
provide a big-picture forecast and guidebook for these developments
as Brian Wassom. A practicing attorney, he has been writing on AR
law since 2007 and has established himself as the world's foremost
thought leader on the intersection of law, ethics, privacy, and AR.
Augmented Reality professionals around the world follow his
Augmented Legality (R) blog. This book collects and expands upon
the best ideas expressed in that blog, and sets them in the context
of a big-picture forecast of how AR is shaping all aspects of
society.
Medical and technological organizations have recently developed
therapy and assistance solutions that venture beyond what is
considered conventional for individuals with various mental health
conditions and behavioral disorders such as autism, Down syndrome,
Alzheimer's disease, anxiety disorders, phobias, and learning
difficulties. Through the use of virtual and augmented reality,
researchers are working to provide alternative therapy methods to
treat these conditions, while studying the long-term effects the
treatment has on patients. Virtual and Augmented Reality in Mental
Health Treatment provides innovative insights into the use and
durability of virtual reality as a treatment for various behavioral
and emotional disorders and health problems. The content within
this publication represents the work of e-learning, digital
psychology, and quality of care. It is designed for psychologists,
psychiatrists, professionals, medical staff, educators, and
researchers, and covers topics centered on medical and therapeutic
applications of artificial intelligence and simulated environment.
Technologies for Supporting Reasoning Communities and Collaborative
Decision Making: Cooperative Approaches includes chapters from
diverse fields of enquiry including decision science, political
science, argumentation, knowledge management, cognitive psychology
and business intelligence. Each chapter illustrates a perspective
on group reasoning that ultimately aims to lead to a greater
understanding of reasoning communities and inform technological
developments.
The science of simulation and modeling (SM) is multifaceted and
complex due to the numerous applications involved, particularly
since SM applications range from nuclear reaction to supermarket
queuing. Simulation and Modeling: Current Technologies and
Applications offers insight into the computer science aspect of
simulation and modeling while integrating the business practices of
SM.Simulation and Modeling: Current Technologies and Applications
includes current issues related to simulation, such as: Web-based
simulation, virtual reality, augmented reality, and artificial
intelligence. This book depicts different methods, views, theories,
and applications of simulations in one volume.
'Computer-Mediated Relationships and Trust' examines how building
trust is different for managers developing 'virtual' (i.e. computer
mediated) relationships.
Millions of users have taken up residence in virtual worlds, and in
those worlds they find opportunities to revisit and rewrite their
religious lives. Robert Geraci argues that virtual worlds and video
games have become a locus for the satisfaction of religious needs,
providing many users with communities, a meaningful experience of
history and human activity, and a sense of transcendence. Using
interviews, surveys, and his own first-hand experience within the
games, Geraci shows how World of Warcraft and Second Life provide
participants with the opportunity to rethink what it means to be
religious in the contemporary world. Not all participants use
virtual worlds for religious purposes, but many online residents
use them to rearrange or replace religious practice as designers
and users collaborate in the production of a new spiritual
marketplace. Using World of Warcraft and Second Life as case
studies, this book shows that many residents now use virtual worlds
to re-imagine their traditions and work to restore them to
authentic sanctity, or else replace religious institutions with
virtual communities that provide meaning and purpose to human life.
For some online residents, virtual worlds are even keys to a
post-human future where technology can help us transcend mortal
life. Geraci argues that World of Warcraft and Second Life are
virtually sacred because they do religious work. They often do such
work without regard for and frequently in conflict with traditional
religious institutions and practices; ultimately they participate
in our sacred landscape as outsiders, competitors, and
collaborators.
With the emergence of the Java 3D API, the creation of high quality
3D animated graphics for Java applications and applets becomes a
possibility. With numerous aspects of the business, science,
medical, and educational fields implementing this technology, the
need for familiarity of Java 3D amplifies.""Interactive Web-Based
Virtual Reality with Java 3D"" provides both advanced and novice
programmers with comprehensive, detailed coverage of all of the
important issues in Java 3D. This essential book delivers
illustrations of essential keywords, syntax, and methods to provide
an easy-to-read learning experience for the reader.
Too often the suggestion of using games and virtual environments in
an educational setting is met with skepticism and objections. Many
traditionally-oriented educators are simply not aware of the
benefits that come from implementing digital games into an
instructional environment. Serious Games and Virtual Worlds in
Education, Professional Development, and Healthcare seeks to
counter these doubts by explaining how digital environments can
easily become familiar and beneficial for educational and
professional development. Highlighting techniques beyond the
traditional practice, this reference source is useful for
researchers, academics, professionals, and students interested in
the benefits to implementing these games into various aspects of
our environment.
Going Virtual: Distributed Communities in Practice contributes to
the understanding of how more subtle kinds of knowledge can be
managed in a distributed international environment. It describes
academic work in the field of Knowledge Management, with a specific
focus on the management of knowledge which cannot be managed by the
normal capture-codify-store approach and hopes to answer the
question, "what is the nature of the more 'subtle' kind of
knowledge and how can it be managed in the distributed
environment?"
The concept of virtual worlds is strongly related to the current
innovations of new media communication. As such, it is increasingly
imperative to understand the criteria for creating virtual worlds
as well as the evolution in system architecture, information
visualization and human interaction. Meta-plasticity in Virtual
Worlds: Aesthetics and Semantics Concepts provides in-depth
coverage of the state-of-the-art among the best international
research experiences of virtual world concept creations from a wide
range of media culture fields, at the edge of artistic and
scientific inquiry and emerging technologies. Written for
professionals, researchers, artists and designers, this text is a
perfect companion for those who want to improve their understanding
of the strategic role of virtual worlds within the development of
digital communication.
A major investment in professional development is necessary to
ensure the fundamental success of instructors in
technology-integrated classrooms and in online courses. However,
while traditional models of professional development rely on
face-to-face instruction, online methods are also gaining
traction-viable means for faculty development.Virtual Mentoring for
Teachers: Online Professional Development Practices offers
peer-reviewed essays and research reports contributed by an array
of scholars and practitioners in the field of instructional
technology and online education. It is organized around two primary
themes: professional development models for faculty in online
environments and understanding e-Learning and best practices in
teaching and learning in online environments. The objective of this
scholarship is to highlight research-based online professional
development programs and best practices models that have been shown
to enhance effective teaching and learning in a variety of
environments.
Multiplying Worlds argues that modern forms of virtual reality
first appear in the urban/commercial milieu of London in the late
eighteenth- and early nineteenth-century (1780-1830). It develops a
revisionary account of relations between romanticism and popular
entertainments, 'high' and 'low' literature, and verbal and visual
virtual realities during this period. The argument is divided into
three parts. The first, 'From the Actual to the Virtual', focuses
on developments during the period from 1780 to 1795, as represented
by Robert Barker's Panorama, Jeremy Bentham's Panopticon, and James
Graham's Temple of Health and Hymen. The second part, 'From
Representation to Poiesis', extends the study of late eighteenth-
and early nineteenth-century virtual realities to include textual
media. It considers the relation between textual and visual
virtual-realities, while also introducing the Palace of Pandemonium
and Satan/Prometheus as key figures in late eighteenth-century
explorations of the implications of virtual reality. There are
chapters on Ann Radcliffe's The Mysteries of Udolpho, Beckford's
Fonthill Abbey, the Phantasmagoria, and Romantic representations of
Satan. The book's third part, 'Actuvirtuality and Virtuactuality',
provides an introduction to the Romantics' remarkably diverse (and
to this point rarely studied) engagements with the virtual. It
focuses on attempts to describe or indirectly present the cultural,
material, or psychological apparatuses that project the perceptual
world; reflections on the epistemological, ethical and political
paradoxes that arise in a world of actuvirtuality and
virtuactuality; and experiments in the construction of virtual
worlds that, like those of Shakespeare (according to Coleridge) are
not bound by 'the iron compulsion of [everyday] space and time'.
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