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Books > Computing & IT > Applications of computing > 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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VR
(Paperback)
Andy Lancaster
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What is Spatial Computing and why is everyone from Tesla, Apple, and Facebook investing heavily in it?
In The Infinite Retina, authors Irena Cronin and Robert Scoble attempt to answer that question by helping you understand where Spatial Computing - an augmented reality where humans and machines can interact in a physical space - came from, where it's going, and why it's so fundamentally different from the computers or mobile phones that came before.
They present seven visions of the future and the industry verticals in which Spatial Computing has the most influence - Transportation; Technology, Media, and Telecommunications; Manufacturing; Retail; Healthcare; Finance; and Education. The book also shares insights about the past, present, and future from leading experts an other industry veterans and innovators, including Sebastian Thrun, Ken Bretschneider, and Hugo Swart. They dive into what they think will happen in Spatial Computing in the near and medium term, and also explore what it could mean for humanity in the long term. The Infinite Retina then leaves it up to you to decide whether Spatial Computing is truly where the future of technology is heading or whether it's just an exciting, but passing, phase.
What you will learn:
- Look back at historical paradigms that changed the face of technology
- Consider how Spatial Computing could be the new technology that changes our lives
- See how Virtual and Augmented Reality will change the way we do healthcare
- Learn how Spatial Computing technology will lead to fully automated transportation
- Think about how Spatial Computing will change the manufacturing industry
- Explore how finance and retail are going to be impacted through Spatial Computing devices
- Hear accounts from industry experts on what they expect Spatial Computing to bring to their sectors
The increase in smartphone usage and new technologies embedded in
smart devices have led to innovative developments and applications
throughout a variety of industries. However, new techniques such as
spatial augmented reality are becoming more affordable for
business, allowing consumers to experience and interact with the
world as they never have before. AR and VR have vast implications
for management and can allow companies to increase their
sustainability and reduce their CO2 footprint. Managerial
Challenges and Social Impacts of Virtual and Augmented Reality is a
pivotal reference source that provides vital research on the
applications of VR, AR, and related technologies from the
perspectives of managers and marketers in the industry and
discusses the social impact of these technologies. While
highlighting topics such as consumer analysis, privacy ethics, and
relationship marketing, this book is ideally designed for managers,
marketers, technology developers, managing directors, business
professionals, academicians, students, and researchers seeking
current studies on the evolution of interactive technology.
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.
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.
For the last decade, virtual reality has been utilized in diverse
fields such as entertainment, medicine, and industry. Recently,
virtual reality has been applied in educational settings in order
to transform student learning and experiences through such methods
as building prototypes using digital devices or exploring new
cultures through immersive interactions. Teachers who can
incorporate virtual reality into their classrooms can provide their
students with more meaningful learning experiences and can witness
higher engagement. Current and Prospective Applications of Virtual
Reality in Higher Education is a cutting-edge academic research
book that provides comprehensive research on the integration of
virtual reality in education programs and establishes foundations
for course design, program development, and institutional strategic
planning. The book covers an overall understanding and approach to
virtual reality in education, specific applications of using
virtual reality in higher education, and prospects and issues of
virtual reality in the future. Highlighting a wide range of topics
such as gamification, teacher training, and virtual reality, this
book is ideal for teachers, instructional designers, curriculum
developers, academicians, program developers, administrators,
educational software developers, policymakers, researchers,
education professionals, and students.
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