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Books > Computing & IT > Applications of computing > Virtual reality
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.
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.
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 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.
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.
Get close and comfortable with Unity and build applications that
run on HoloLens, Daydream, and Oculus Rift Key Features Build fun
augmented reality applications using ARKit, ARCore, and Vuforia
Explore virtual reality by developing more than 10 engaging
projects Learn how to integrate AR and VR concepts together in a
single application Book DescriptionUnity is the leading platform to
develop mixed reality experiences because it provides a great
pipeline for working with 3D assets. Using a practical and
project-based approach, this Learning Path educates you about the
specifics of AR and VR development using Unity 2018 and Unity 3D.
You'll learn to integrate, animate, and overlay 3D objects on your
camera feed, before moving on to implement sensor-based AR
applications. You'll explore various concepts by creating an AR
application using Vuforia for both macOS and Windows for Android
and iOS devices. Next, you'll learn how to develop VR applications
that can be experienced with devices, such as Oculus and Vive.
You'll also explore various tools for VR development: gaze-based
versus hand controller input, world space UI canvases, locomotion
and teleportation, timeline animation, and multiplayer networking.
You'll learn the Unity 3D game engine via the interactive Unity
Editor and C# programming. By the end of this Learning Path, you'll
be fully equipped to develop rich, interactive mixed reality
experiences using Unity. This Learning Path includes content from
the following Packt products: Unity Virtual Reality Projects -
Second Edition by Jonathan Linowes Unity 2018 Augmented Reality
Projects by Jesse Glover What you will learn Create 3D scenes to
learn about world space and scale Move around your scenes using
locomotion and teleportation Create filters or overlays that work
with facial recognition software Interact with virtual objects
using eye gaze, hand controllers, and user input events 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 are a game developer familiar with 3D computer graphics
and interested in building your own AR and VR games or
applications, then this Learning Path is for you. Any prior
experience in Unity and C# will be an advantage. In all, this
course teaches you the tools and techniques to develop engaging
mixed reality applications.
The last century has seen enormous leaps in the development of
digital technologies, and most aspects of modern life have changed
significantly with their widespread availability and use.
Technology at various scales - supercomputers, corporate networks,
desktop and laptop computers, the internet, tablets, mobile phones,
and processors that are hidden in everyday devices and are so small
you can barely see them with the naked eye - all pervade our world
in a major way. Computers and Society: Modern Perspectives is a
wide-ranging and comprehensive textbook that critically assesses
the global technical achievements in digital technologies and how
are they are applied in media; education and learning; medicine and
health; free speech, democracy, and government; and war and peace.
Ronald M. Baecker reviews critical ethical issues raised by
computers, such as digital inclusion, security, safety,
privacy,automation, and work, and discusses social, political, and
ethical controversies and choices now faced by society. Particular
attention is paid to new and exciting developments in artificial
intelligence and machine learning, and the issues that have arisen
from our complex relationship with AI.
Online communication has exploded in the past decade with the
development of social networking sites like Facebook, as well as
social media applications. As more people turn to the online world
to connect with others, they must learn how to develop and maintain
personal relationships with very little or no in-person
interaction. Intimacy and Developing Personal Relationships in the
Virtual World sheds light on the various issues that accompany
online interactions. The book examines activities that have gone
from occurring in reality to taking place in the online world such
as cyberbullying, online social networking, and online dating. The
publication also highlights the negative effects of spending a lot
of time online such as mental health issues, internet addiction,
and body image control. This book is a vital resource for
psychiatrists, psychologists, clinicians, social workers, medical
administrators, academicians, educators, and graduate-level
students.
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