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Books > Computing & IT > Applications of computing > Virtual reality
This book presents selected research and development on virtual
reality (VR) and serious games (SG) applications to assist children
with Autism Spectrum Disorder (ASD) in their learning of different
skills. Children with ASD have challenges to learn skills of
learning, living, and working, due to their cognitive and
behavioral limitations. The authors and their research teams of
this book have many years' research experience developing
innovative and interactive VR and SG technology for the special
needs education. More specifically, several VR serious games are
designed to train children with ASD on learning skill, life skill,
and job skill. Such games are often developed based on the needs of
special education and used by special needs schools in Singapore.
This book is a useful resource for students, scholars, and
designers of learning material who want to embrace VR and SG for
children with ASD.
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VR
(Paperback)
Andy Lancaster
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R358
Discovery Miles 3 580
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Ships in 10 - 15 working days
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This book examines the ethics of virtual reality (VR) technologies.
New forms of virtual reality are emerging in society, not just from
low-cost gaming headsets, or augmented reality apps on phones, but
from simulated "deep fake" images and videos on social media. This
book subjects the new VR technological landscape to ethical
scrutiny: assessing the benefits, risks and regulatory practices
that shape it. Though often associated with gaming, education and
therapy, VR can also be used for moral enhancement. Journalists,
artists, philanthropic and non-governmental organisations are using
VR films, games and installations to stimulate user empathy to
marginalised peoples through a combination of immersion, embodiment
and persuasion. This book critically assesses the use of VR for
empathy arousal and pro-social behaviour change, culminating in the
development of a VR "ethical tool" - a device to facilitate
reflective ethical judgement. Drawing upon the pragmatist
philosophy of John Dewey, virtual reality is reshaped as "dramatic
rehearsal". This book explains how a combination of immersive
environment-building, moral imagination, choice architecture and
reflective engagement can stimulate a future-focused and empathic
ethics for users of the technology.
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.
The potential to integrate augmented reality into educational
settings has led to the development of myriad programs for
implementing these transformative technologies into education.
However, the transformative learning processes possible for
learners can best be developed through integration in immersive
virtual learning environments. The integration of augmented reality
(AR) technologies into education involves matching the potential of
AR with the most effective instructional model for immersing
learners in the learning process. With current research focused
heavily on blended or online learning, augmented reality fits right
into the new technologies and trends that are being developed and
utilized on a consistent basis. There is a need for research that
provides detailed curriculum guides, templates for designing
virtual worlds, evaluation processes, and immersive learning
procedures that can be utilized to provide the best educational
environment for student success. Implementing Augmented Reality
Into Immersive Virtual Learning Environments provides current
research for the integration of transformative new technologies
into multiple educational settings. Examining the why, what, and
how of integrating augmented reality into immersive virtual
learning technologies, this book covers various educational
settings, such as nursing education, sports coaching, language
education, and more. While highlighting the benefits for virtual
reality, its role in remote learning, the logistics of simulation,
and branches of it such as gamification, this book is ideally
intended for teachers, school administrators, teacher educators,
practitioners, IT specialists, educational software developers,
researchers, academicians, and students interested in integrating
augmented reality in educational programs.
Attention .NET developers, here is your starting point for learning
how to create and publish augmented reality (AR) apps for iOS
devices. This book introduces and explores iOS augmented reality
mobile app development specifically for .NET developers. The
continued adoption and popularity of Xamarin, a tool that allows
cross-platform mobile application development, opens up many app
publishing opportunities to .NET developers that were never before
possible, including AR development. You will use Xamarin to target
Apple's augmented reality framework, ARKit, to develop augmented
reality apps in the language you prefer-C#. Begin your journey with
a foundational introduction to augmented reality, ARKit, Xamarin,
and .NET. You will learn how this remarkable collaboration of
technologies can produce fantastic experiences, many of them never
before tried by .NET developers. From there you will dive into the
fundamentals and then explore various topics and AR features.
Throughout your learning, proof of concepts will be demonstrated to
reinforce learning. After reading this book you will have the
fundamentals you need, as well as an understanding of the
overarching concepts that combine them. You will come away with an
understanding of the wide range of augmented reality features
available for developers, including the newest features included in
the latest versions of ARKit. What You Will Learn Create rich
commercial and personal augmented reality mobile apps Explore the
latest capabilities of ARKit Extend and customize chapter examples
for building your own amazing apps Graduate from traditional 2D UI
app interfaces to immersive 3D AR interfaces Who This Book Is For
Developers who want to learn how to use .NET and C# to create
augmented reality apps for iOS devices. It is recommended that
developers have some Xamarin experience and are aware of the
cross-platform options available to .NET. A paid Apple developer
account is not needed to experiment with the AR code samples on
your devices.
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 and virtual reality (AR and VR) offer exciting
opportunities for human computer interaction (HCI), the enhancement
of places, and new business cases. Though VR is most popular for
video games, especially among younger generations, AR and VR can
also be used in applications that include military, medical,
navigational, tourism, marketing, and maintenance uses. Research in
these technologies along with 3D user interfaces has gained
momentum in recent years and has solidified it as a staple
technology for the foreseeable future. Multimedia and Sensory Input
for Augmented, Mixed, and Virtual Reality includes a collection of
business case studies covering a variety of topics related to AR,
VR, and mixed reality (MR) including their use in possible
applications. This book also touches on the diverse uses of AR and
VR in many industries and discusses their importance, challenges,
and opportunities. While discussing the use these technologies in
sectors such as education, healthcare, and computer science, this
book is ideal for computer scientists, engineers, practitioners,
stakeholders, researchers, academicians, and students who are
interested in the latest research on augmented, mixed, and virtual
reality.
A comprehensive overview of developments in augmented reality,
virtual reality, and mixed reality-and how they could affect every
part of our lives. After years of hype, extended reality-augmented
reality (AR), virtual reality (VR), and mixed reality (MR)-has
entered the mainstream. Commercially available, relatively
inexpensive VR headsets transport wearers to other
realities-fantasy worlds, faraway countries, sporting events-in
ways that even the most ultra-high-definition screen cannot. AR
glasses receive data in visual and auditory forms that are more
useful than any laptop or smartphone can deliver. Immersive MR
environments blend physical and virtual reality to create a new
reality. In this volume in the MIT Press Essential Knowledge
series, technology writer Samuel Greengard offers an accessible
overview of developments in extended reality, explaining the
technology, considering the social and psychological ramifications,
and discussing possible future directions. Greengard describes the
history and technological development of augmented and virtual
realities, including the latest research in the field, and surveys
the various shapes and forms of VR, AR, and MR, including
head-mounted displays, mobile systems, and goggles. He examines the
way these technologies are shaping and reshaping some professions
and industries, and explores how extended reality affects
psychology, morality, law, and social constructs. It's not a
question of whether extended reality will become a standard part of
our world, he argues, but how, when, and where these technologies
will take hold. Will extended reality help create a better world?
Will it benefit society as a whole? Or will it merely provide
financial windfalls for a select few? Greengard's account equips us
to ask the right questions about a transformative technology.
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