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Books > Computing & IT > Applications of computing > Virtual reality
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'.
The implementation of virtual environments in education has been rapidly increasing in frequency after the COVID-19 pandemic. As these technologies rise in popularity, it is essential to understand the roles digital technologies play in fostering connections and learning, the affordances of digital texts and spaces for virtual classroom experiences, the difficulties educators have faced and how these practices have been crafted to meet these challenges, and more. Innovations in Digital Instruction Through Virtual Environments advances knowledge about the pedagogical decisions and lived experiences of researchers and educators both before and after the COVID-19 pandemic. It features research from those who have worked to sustain and develop digital/media pedagogical practices. Covering topics such as active learning environments, emotional labor, and textual engagements, this premier reference source is an excellent resource for educators and administrators of both K-12 and higher education, pre-service teachers, teacher educators, librarians, researchers, and academicians.
Although the field of mixed reality has grown significantly over the last decade, there have been few published books about augmented reality, particularly the interface design aspects. ""Emerging Technologies of Augmented Reality: Interfaces and Design"" provides a foundation of the main concepts of augmented reality (AR), with a particular emphasis on user interfaces, design, and practical AR techniques, from tracking algorithms to design principles for AR interfaces. ""Emerging Technologies of Augmented Reality: Interfaces and Design"" contains comprehensive information focusing on the following topics: technologies that support AR, development environments, interface design and evaluation of applications, and case studies of AR applications.
In a face-to-face conversation, only 10 % of the message is conveyed by words, the remaining 90 % is carried via vocal pitch, emphasis, facial expressions, body language, and other related factors. The challenge for future telecommunication systems will be to bridge the shortcomings of our current voice-orientated systems. Video conferencing and live chats are replacing our traditional forms of communication. Worldwide telecommunications networks are being redesigned to provide new multimedia services. The goal of this book is to bring together end users, service providers and researchers from academia as well as the communications industry to share state-of-the-art information on projects, products, services, and processes for future virtual reality (VR) telecommunications systems. Virtual Reality Technologies for Future Telecommunications Systems features:
Augmented Reality (AR) refers to the merging of a live view of the physical, real world with context-sensitive, computer-generated images to create a mixed reality. Through this augmented vision, a user can digitally interact with and adjust information about their surrounding environment on-the-fly. "Handbook of Augmented Reality" provides an extensive overview of the current and future trends in Augmented Reality, and chronicles the dramatic growth in this field. The book includes contributions from world expert s in the field of AR from academia, research laboratories and private industry. Case studies and examples throughout the handbook help introduce the basic concepts of AR, as well as outline the Computer Vision and Multimedia techniques most commonly used today. The book is intended for a wide variety of readers including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students. This book can also be beneficial for business managers, entrepreneurs, and investors.
This book describes the current state of the art of various types of immersive learning: in research, in practice, and in the marketplace. It discusses advanced approaches in the design and development for various forms of immersive learning environments, and also the emerging innovations in assessment and research in the field. In addition, it demonstrates the opportunities and challenges in implementing advances in VR and immersion at scale in formal and informal learning. We are living in a time of rapid advances in terms of both the capabilities and the cost of virtual reality, multi-user virtual environments, and various forms of mixed reality. These new media potentially offer extraordinary opportunities for enhancing both motivation and learning across a range of subject areas, student developmental levels, and educational settings. With the development of practical and affordable virtual reality and mixed reality, people now have the chance to experience immersive learning both in classrooms and informally in homes, libraries, and community centers. The book appeals to a broad readership including teachers, administrators, scholars, policy makers, instructional designers, evaluators and industry leaders.
Advances in computing technology and internet-worked environments have driven profound realignments not only in the dynamics of technologically mediated interpersonal interactions but also in the way organizations engage with consumers, producers, and other businesses. Connectivity and Knowledge Management in Virtual Organizations: Networking and Developing Interactive Communications provides managers and academicians with a comprehensive review of innovations and trends in virtual organizations. Covering topics such as knowledge creation and management, virtual customer networks, e-commerce, and virtual communities this reference book offers incisive analysis of the full spectrum of technologies, applications, practices, and outcomes within this growing field.
The world is witnessing a media revolution similar to the birth of the film industry from the early 20th Century. New forms of media are expanding the human experience from passive viewership to active participants, surrounding and enveloping us in ways film or television never could. New immersive media forms include virtual reality (VR), augmented reality (AR), mixed reality (XR), fulldome, CAVEs, holographic characters, projection mapping, and mixed experimental combinations of old and new, live, and generated media. With the continued expansion beyond the traditional frame, practitioners are crafting these new media to see how they can influence and shape the world. The Handbook of Research on the Global Impacts and Roles of Immersive Media is a collection of innovative research that provides insights on the latest in existing and emerging immersive technologies through descriptions of case studies, new business models, philosophical viewpoints, and scientific findings. While highlighting topics including augmented reality, interactive media, and spatial computing, this book is ideally designed for media technologists, storytellers, artists, journalists, designers, programmers, developers, manufacturers, entertainment executives, content creators, industry professionals, academicians, researchers, and media students.
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.
While metaverse platforms are no longer a novel topic, they still pose challenges for the adaption of conventional research methodologies and communication practices. Virtual Worlds and Metaverse Platforms: New Communication and Identity Paradigms presents foundational research, models, case studies and research results that researchers and scholars can port to their own environments to evolve their own research processes and studies. The chapters cover scenarios of intellectual disciplines and technological endeavors in which metaverse platforms are currently being used and will be used, including: computation, human-computer interaction, design, media and communication, anthropology, sociology, psychology, education, philosophy, theology, arts, and aesthetics.
The Encyclopedia of Virtual Communities and Technologies has a number of articles that describe some of the latest advances in the field. Papers in this encyclopedia are of three types: papers that explore conceptual issues of virtual communities, articles that examine technical issues and others that study the impact of virtual environments. Conceptual articles include those that explore different types of virtual communities, their social status and impact, individual and group behavior in these communities. Technical articles report on the advances in the technology for virtual communities including the design of human-computer interfaces, new networking technologies, mobile computing and web services. Impact papers examine ways in which success and effectiveness can measured in virtual environments. Case studies and reports on best practices support findings in these three areas. Articles written in these three areas by experts in virtual communities provide a comprehensive coverage of this area.
Who are we in simulated worlds? Will experiencing worlds that are not 'actual' change our ways of structuring thought? Can virtual worlds open up new possibilities to philosophize? Virtual Worlds as Philosophical Tools tries to answer these questions from a perspective that combines philosophy of technology with videogame design.
For many researchers virtual reality (VR) is first of all a technology. This vision is also well reflected in the growing research work concerned with virtual environments: most of it has addressed more the development of new rendering technologies rather than the highly interactive and dynamic nature of user-system interaction that VR supports. However, this focus on technology is disappointing for developers and researchers. To overcome this limitation, the book describes VR as an advanced communication tool: a communication interface in single-user VR, and a communication medium in the case of multi-user VR. This book is part of a general inquiry into the implications of new technologies like VR. The shifting structures of communication systems present historic opportunities and challenges for communication researchers and that these require multidisciplinary approaches to communication research. Virtual reality may become the ship that helps us sail the vast oceans of cyberspace. This book is our attempt to construct a paper telescope to scan the horizon for signs of communication (and life) in the age of virtual reality.
The future success of education depends on technological and pedagogical innovation. Unbridled by the physical constraints of both time and space, virtual spaces transcend many limitations of the typical classroom, where learning depends on presence and physicality. Multi-User Virtual Environments for the Classroom: Practical Approaches to Teaching in Virtual Worlds highlights the work of educators daring enough to teach in these digital frontiers. Instructors will find cutting-edge teaching ideas in the theoretical discussions, case studies, and experiments presented in this book. These insights are applied to variety of subject areas and pedagogical contexts, including learning foreign languages in virtual environments, examples which encourage educators to design and develop new worlds of learning inside the university and beyond.
This book presents a collection of the latest research in the area of immersive technologies, presented at the International Augmented and Virtual Reality Conference 2018 in Manchester, UK, and showcases how augmented reality (AR) and virtual reality (VR) are transforming the business landscape. Innovations in this field are seen as providing opportunities for businesses to offer their customers unique services and experiences. The papers gathered here advance the state of the art in AR/VR technologies and their applications in various industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and gaming. The volume collects contributions by prominent computer and social sciences experts from around the globe. Addressing the most significant topics in the field of augmented and virtual reality and sharing the latest findings, it will be of interest to academics and practitioners alike.
To create successful health care applications with today's virtual environments, we must begin by asking: what are they good at? This book offers an answer to its potential readers - physicians, psychologists and health care provider - by presenting an overview of the current research in this field. In fact, the book, whose idea comes from the work made within the EC funded Virtual Reality Environments for Psycho-neuro-physiological assessment and Rehabilitation VREPAR - project, (HC 1053 - www.etho.be/ht_projects/vrepar), is a collection of chapters from researchers who have pioneered the ideas and the technology associated with virtual reality. More in particular, the book discusses the clinical principles, human factors, and technology issues associated with the use of virtual reality for assessment and treatment. It should be noted that technical characteristics of virtual worlds change very rapidly, but what will not change is the user of the virtual environment. Thus, to ensure that the contents of this book are not quickly updated, all the contributors have made a great effort to identify possible constraints in the use of this technology and to indicate how they can be faced and solved. The key issue was to integrate knowledge of clinical therapy and psychological principles related to human factors into the design of virtual environments. The book is divided in three main sections comprising 13 chapters overall: virtual reality for health care, virtual reality for psychological assessment and rehabilitation and virtual reality for neuro-physiological assessment and rehabilitation.
This title explores research on new techniques for the virtual enterprise operation, and has opened up new ideas on the design principles and operation approaches in order to maximize benefits and overcome limitations.
Contemporary culture offer contradictory views of the internet and new media technologies, painting them in extremes of optimistic enthusiasm and pessimistic foreboding. While some view them as a repository of hopes for democracy, freedom and self-realisation, others consider these developments as sources of alienation, dehumanisation and danger. This book explores such representations, and situates them within the traditions of utopian and dystopian thought that have shaped the Western cultural imaginary. Ranging from ancient poetry to post-humanism, and classical sociology to science fiction, it uncovers the roots of our cultural responses to the internet, which are centred upon a profoundly ambivalent reaction to technological modernity. Majid Yar argues that it is only by better understanding our society's reactions to technological innovation that we can develop a balanced and considered response to the changes and challenges that the internet brings in its wake.
This book contains an edited version of the lectures and selected contributions presented during the Advanced Summer Institute on Product Engineering: Tools and Methods based on Virtual Reality held at Chania (Greece), 30th May-6th June 2007. The Advanced Summer Institute (ASI) was devoted to the Product Engineering field, with particular attention being given to the aspects related to Virtual Reality (VR) technologies, and their use and added value in engineering.The objective of the ASI was to create a meeting framework for leading scientists and advanced students carrying out research in the field of Virtual Reality Technologies, Haptic systems, CAD and VR integration, Virtual Testing and Prototyping and Virtual Manufacturing. |
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