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Books > Computing & IT > Applications of computing > Virtual reality
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.
Create engaging Augmented Reality (AR) applications with Unity 3D
that can be experienced with devices such as HoloLens and Daydream
Key Features Learn the principles of AR application development
Work with the most popular sensors used in AR games and
applications across Android, Apple and Windows Build experiences
with interactive objects, physics, UI, animations, and C# scripting
Book DescriptionAugmented Reality allows for radical innovations in
countless areas. It magically blends the physical and virtual
worlds, bringing applications from a screen into your hands.
Meanwhile, Unity has now become the leading platform to develop
augmented reality experiences, as it provides a great pipeline for
working with 3D assets. Using a practical and project-based
approach, Unity 2018 Augmented Reality Projects educates you about
the specifics of augmented reality development in Unity 2018. This
book teaches you how to use Unity in order to develop AR
applications which can be experienced with devices such as HoloLens
and Daydream. You will learn to integrate, animate, and overlay 3D
objects on your camera feed, before gradually moving on to
implementing sensor-based AR applications. In addition to this, you
will explore the technical considerations that are especially
important and possibly unique to AR. The projects in the book
demonstrate how you can build a variety of AR experiences, whilst
also giving insights into C# programming as well as the Unity 3D
game engine via the interactive Unity Editor. By the end of the
book, you will be equipped to develop rich, interactive augmented
reality experiences for a range of AR devices and platforms using
Unity. What you will learn Build and run AR applications for
specific headsets, including HoloLens and Daydream Create 3D scenes
with Unity and other 3D tools while learning about world space and
scale Move around your AR scenes using locomotion and teleportation
Create filters or overlays that work in tandem with facial
recognition software Use GPS, geolocation services, and the camera
feed to create a fitness application Integrate AR and VR concepts
together in a single application Who this book is forUnity 2018
Augmented Reality Projects is for you if you're a game developer
familiar with 3D computer graphics and interested in building your
own AR games or applications. Any experience in Unity and C# is an
advantage.
Explore the latest features of Unity 2018 to create immersive VR
projects for Oculus Rift, HTC Vive, Daydream and Gear VR Key
Features A project-based guide to teach you how to develop
immersive and fun VR applications using Unity 3D Build experiences
with interactable objects, physics, UI, animations, C# scripting,
and other Unity features Explore the world of VR by building
experiences such as diorama, first-person characters, 360-degree
projections, social VR, audio fireball game, and VR storytelling
Book DescriptionUnity has become the leading platform for building
virtual reality games, applications, and experiences for this new
generation of consumer VR devices. Unity Virtual Reality Projects
walks you through a series of hands-on tutorials and in-depth
discussions on using the Unity game engine to develop VR
applications. With its practical and project-based approach, this
book will get you up to speed with the specifics of VR development
in Unity. You will learn how to use Unity to develop VR
applications that can be experienced with devices such as Oculus,
Daydream, and Vive. Among the many topics and projects, you will
explore gaze-based versus hand-controller input, world space UI
canvases, locomotion and teleportation, software design patterns,
360-degree media, timeline animation, and multiplayer networking.
You will learn about the Unity 3D game engine via the interactive
Unity Editor, and you will also learn about C# programming. By the
end of the book, you will be fully equipped to develop rich,
interactive VR experiences using Unity. What you will learn Create
3D scenes with Unity and other 3D tools while learning about world
space and scale Build and run VR applications for specific
headsets, including Oculus, Vive, and Daydream Interact with
virtual objects using eye gaze, hand controllers, and user input
events Move around your VR scenes using locomotion and
teleportation Implement an audio fireball game using physics and
particle systems Implement an art gallery tour with teleportation
and data info Design and build a VR storytelling animation with a
soundtrack and timelines Create social VR experiences with Unity
networking Who this book is forIf you're a non-programmer
unfamiliar with 3D computer graphics, or experienced in both but
new to virtual reality, and are interested in building your own VR
games or applications, then this book is for you. Any experience in
Unity is an advantage.
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 internet of things (IoT) is quickly growing into a large
industry with a huge economic impact expected in the near future.
However, the users' needs go beyond the existing web-like services,
which do not provide satisfactory intelligence levels. Ambient
intelligence services in IoT environments is an emerging research
area that can change the way that technology and services are
perceived by the users. Ambient Intelligence Services in IoT
Environments: Emerging Research and Opportunities is a unique
source that systemizes recent trends and advances for service
development with such key technological enablers of modern ICT as
ambient intelligence, IoT, web of things, and cyber-physical
systems. The considered concepts and models are presented using a
smart spaces approach with a particular focus on the Smart-M3
platform, which is now shaping into an open source technology for
creating ontology-based smart spaces and is shifting towards the
development of web of things applications and socio-cyber-physical
systems. Containing coverage on a broad range of topics such as fog
computing, smart environments, and virtual reality, multitudes of
researchers, students, academicians, and professionals will benefit
from this timely reference.
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