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Books > Computing & IT > Applications of computing > Virtual reality
The proliferation of virtual and augmented reality technologies
into society raise significant questions for judges, legal
institutions, and policy makers. For example, when should
activities that occur in virtual worlds, or virtual images that are
projected into real space (that is, augmented reality), count as
protected First Amendment 'speech'? When should they instead count
as a nuisance or trespass? Under what circumstances would the
copying of virtual images infringe intellectual property laws, or
the output of intelligent virtual avatars be patentable inventions
or works of authorship eligible for copyright? And when should a
person (or computer) face legal consequences for allegedly harmful
virtual acts? The Research Handbook on the Law of Virtual and
Augmented Reality addresses these questions and others, drawing
upon free speech doctrine, criminal law, the law of data protection
and privacy, and of jurisdiction, as well as upon potential legal
rights for increasingly intelligent virtual avatars in VR worlds.
The Handbook offers a comprehensive look at challenges to various
legal doctrines raised by the emergence - and increasing use of -
virtual and augmented reality worlds, and at how existing law in
the USA, Europe, and other jurisdictions might apply to these
emerging technologies, or evolve to address them. It also considers
what legal questions about virtual and augmented reality are likely
to be important, not just for judges and legal scholars, but also
for the established businesses and start-ups that wish to make use
of, and help shape, these important new technologies. This
comprehensive Research Handbook will be an invaluable reference to
those looking to keep pace with the dynamic field of virtual and
augmented reality, including students and researchers studying
intellectual property law as well as legal practitioners, computer
scientists, engineers, game designers, and business owners.
Contributors include: W. Barfield, P.S. Berman, M.J. Blitz, S.J.
Blodgett-Ford, J. Danaher, W. Erlank, J.A.T. Fairfield, J. Garon,
G. Hallevy, B. Lewis, H.Y.F. Lim, C. Nwaneri, S.R. Peppet, M.
Risch, A.L. Rossow, J. Russo, M. Supponen, A.M. Underhill, B.D.
Wassom, A. Williams, G. Yadin
Sega Arcade: Pop-Up History presents six of the most iconic Sega
Taiken 'body sensation' videogame cabinets - Hang-On, Space
Harrier, Out Run, After Burner, Thunder Blade and Power Drift - in
an innovative form: as dazzling pop-up paper sculptures. Sega
Arcade: Pop-Up History is a unique book object, a delight for Sega
fans and a love letter to the once-vibrant arcade game scene of the
1980s. Accompanying the 3D model showcase is a written history from
Guardian games writer and best-selling novelist, Keith Stuart,
punctuated by specially restored production artwork and beautifully
reproduced in-game screens. The book features contributions from
arcade game innovator Yu Suzuki, who offers first-hand insight into
the development of these ground-breaking games and the birth of the
Taiken cabinet phenomenon.
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.
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.
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.
This book presents a comprehensive collection of case studies on
augmented reality and virtual realty (AR/VR) applications in
various industries. Augmented reality and virtual reality are
changing the business landscape, providing opportunities for
businesses to offer unique services and experiences to their
customers. The case studies provided in this volume explore
business uses of the technology across multiple industries such as
healthcare, tourism, hospitality, events, fashion, entertainment,
retail, education and video gaming. The book includes solutions of
different maturities as well as those from startups to large
enterprises thereby providing a thorough view of how augmented
reality and virtual reality can be used in business.
This book features the latest research in the area of immersive
technologies, presented at the 6th International Augmented Reality
and Virtual Reality Conference, held in online in 2020. Bridging
the gap between academia and industry, it presents the state of the
art in augmented reality (AR) and virtual reality (VR) technologies
and their applications in various industries such as marketing,
education, health care, tourism, events, fashion, entertainment,
retail and the gaming industry. The book is a collection of
research papers by prominent AR and VR scholars from around the
globe. Covering the most significant topics in the field of
augmented and virtual reality and providing the latest findings, it
is of interest to academics and practitioners alike.
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.
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.
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.
This book introduces state-of-the-art research on virtual reality,
simulation and serious games for education and its chapters
presented the best papers from the 4th Asia-Europe Symposium on
Simulation and Serious Games (4th AESSSG) held in Turku, Finland,
December 2018. The chapters of the book present a multi-facet view
on different approaches to deal with challenges that surround the
uptake of educational applications of virtual reality, simulations
and serious games in school practices. The different approaches
highlight challenges and potential solutions and provide future
directions for virtual reality, simulation and serious games
research, for the design of learning material and for
implementation in classrooms. By doing so, the book is a useful
resource for both students and scholars interested in research in
this field, for designers of learning material, and for
practitioners that want to embrace virtual reality, simulation
and/or serious games in their education.
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.
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