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BOOK EXCERPT:
Like the first edition, the central question this book addresses is how virtual reality can be used in the design, production and management of the built environment. The book aims to consider three key questions. What are the business drivers for the use of virtual reality? What are its limitations? How can virtual reality be implemented within organizations? Using international case studies it answers these questions whilst addressing the growth in the recent use of building information modelling (BIM) and the renewed interest in virtual reality to visualize and understand data to make decisions. With the aim of inspiring and informing future use, the authors take a fresh look at current applications in the construction sector, situating them within a broader trajectory of innovation. The new edition expands the scope to consider both immersive virtual reality as a way of bringing professionals inside a building information model, and augmented reality as a way of taking this model and related asset information out to the job-site. The updated edition also considers these technologies in the context of other developments that were in their infancy when the first edition was written – such as laser scanning, mobile technologies and big data. Virtual Reality in the Built Environment is essential reading for professionals in architecture, construction, design, surveying and engineering and students on related courses who need an understanding of BIM, CAD and virtual reality in the sector. Please follow the book's Twitter account: @vrandbe http://buildingvr.blogspot.co.uk/
Product Details :
Genre |
: Architecture |
Author |
: Jennifer Whyte |
Publisher |
: Routledge |
Release |
: 2018-02-21 |
File |
: 255 Pages |
ISBN-13 |
: 9781317211136 |
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BOOK EXCERPT:
As the world rapidly moves online, sectors from management, industry, government, and education have broadly begun to virtualize the way people interact and learn. Virtual Learning Environments: Concepts, Methodologies, Tools and Applications is a three-volume compendium of the latest research, case studies, theories, and methodologies within the field of virtual learning environments. As networks get faster, cheaper, safer, and more reliable, their applications grow at a rate that makes it difficult for the typical practitioner to keep abreast. With a wide range of subjects, spanning from authors across the globe and with applications at different levels of education and higher learning, this reference guide serves academics and practitioners alike, indexed and categorized easily for study and application.
Product Details :
Genre |
: Computers |
Author |
: Management Association, Information Resources |
Publisher |
: IGI Global |
Release |
: 2012-01-31 |
File |
: 1831 Pages |
ISBN-13 |
: 9781466600126 |
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BOOK EXCERPT:
Virtual and augmented reality raise significant questions for law and policy. When should virtual world activities or augmented reality images count as protected First Amendment ‘speech’, and when are they instead a nuisance or trespass? When does copying them infringe intellectual property laws? When should a person (or computer) face legal consequences for allegedly harmful virtual acts? The Research Handbook on the Law of Virtual and Augmented Reality addresses these questions and others, drawing upon free speech doctrine, criminal law, issues of data protection and privacy, legal rights for increasingly intelligent avatars, and issues of jurisdiction within virtual and augmented reality worlds.
Product Details :
Genre |
: Computers |
Author |
: Woodrow Barfield |
Publisher |
: Edward Elgar Publishing |
Release |
: 2018-12-28 |
File |
: 709 Pages |
ISBN-13 |
: 9781786438591 |
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BOOK EXCERPT:
Since the debut of the Medicine Meets Virtual Reality (MMVR) conference in 1992, MMVR has served as a forum for researchers harnessing IT advances for the benefit of patient diagnosis and care, medical education and procedural training. At MMVR, virtual reality becomes a theatre for medicine, where multiple senses are engaged - sight, sound and touch - and language and image fuse. Precisely because this theatre is unreal, it is a valuable tool: the risks of experimentation and failure are gone, while the opportunity to understand remains. Improvement of this tool, through steady technological progress, is the purpose of MMVR. This book presents papers delivered at the MMVR18 / NextMed conference, held in Newport Beach, California, in February 2011, with contributions from international researchers whose work creates new devices and methods at the juncture of informatics and medicine. Subjects covered include simulation and learning, visualization and information-guided therapy, robotics and haptics, virtual reality and advanced ICT in Europe, validation of new surgical techniques, and many other applications of virtual-reality technology. As its name suggests, the NextMed conference looks forward to the expanding role that virtual reality can play in global healthcare. This overview of current technology will interest those who dedicate themselves to improving medicine through technology.
Product Details :
Genre |
: Medical |
Author |
: James D. Westwood |
Publisher |
: IOS Press |
Release |
: 2011 |
File |
: 792 Pages |
ISBN-13 |
: 9781607507055 |
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BOOK EXCERPT:
Product Details :
Genre |
: Technology & Engineering |
Author |
: Ali Oker |
Publisher |
: Frontiers Media SA |
Release |
: 2023-03-01 |
File |
: 115 Pages |
ISBN-13 |
: 9782832515273 |
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BOOK EXCERPT:
Augmented reality (AR) and virtual reality (VR) provide flexibility in education and have become widely used for the promotion of multimedia learning. This use coincides with mobile devices becoming prevalent, VR devices becoming more affordable, and the creation of user-friendly software that allows the development of AR/VR applications by non-experts. However, because the integration of AR and VR into education is a fairly new practice that is only in its initial stage, these processes and outcomes need to be improved. Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education is an essential research book that presents current practices and procedures from different technology-implementation stages (design, deployment, and evaluation) to help educators use AR/VR applications in their own teaching practices. The book provides comprehensive information on AR and VR applications in different educational settings from various perspectives including but not limited to mobile learning, formal/informal learning, and integration strategies with practical and/or theoretical implications. Barriers and challenges to their implementation that are currently faced by educators are also addressed. This book is ideal for academicians, instructors, curriculum designers, policymakers, instructional designers, researchers, education professionals, practitioners, and students.
Product Details :
Genre |
: Education |
Author |
: Akcayir, Gokce |
Publisher |
: IGI Global |
Release |
: 2020-10-23 |
File |
: 404 Pages |
ISBN-13 |
: 9781799850441 |
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BOOK EXCERPT:
There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.
Product Details :
Genre |
: Technology & Engineering |
Author |
: Minhua Ma |
Publisher |
: Springer Science & Business |
Release |
: 2014-04-25 |
File |
: 570 Pages |
ISBN-13 |
: 9783642548161 |
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BOOK EXCERPT:
This two-volume set LNCS 11574 and 11575 constitutes the refereed proceedings of the 11th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 80 papers presented in this volume were organized in topical sections named: multimodal interaction in VR, rendering, layout, visualization and navigation, avatars, embodiment and empathy in VAMR, cognitive and health issues in VAMR, VAMR and robots, VAMR in learning, training and entertainment, VAMR in aviation, industry and the military.
Product Details :
Genre |
: Computers |
Author |
: Jessie Y.C. Chen |
Publisher |
: Springer |
Release |
: 2019-07-10 |
File |
: 591 Pages |
ISBN-13 |
: 9783030215651 |
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BOOK EXCERPT:
Product Details :
Genre |
: |
Author |
: Jessie Y. C. Chen |
Publisher |
: Springer Nature |
Release |
: |
File |
: 332 Pages |
ISBN-13 |
: 9783031610448 |
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BOOK EXCERPT:
TRANSFORMING EDUCATION WITH VIRTUAL REALITY The book provides an in-depth and comprehensive knowledge reviewof the use of virtual reality in the education industry and businesses. Virtual reality (VR) technology has thoroughly transformed education by providing engaging and immersive ways for students to experience their education and by offering visual learning, creative development, etc., to enhance their studies. Moreover, with increasing accessibility, both students and educators can utilize it for effective teaching and learning. By embracing this VR-related technology, teachers can transform traditional classrooms into lively ones. Businesses can also leverage VR for skilling, up-skilling, and re-skilling. This book is divided into two parts. Part I discusses the opportunities, challenges, and application of VR technology, and Part II focuses on reimagining education with the metaverse. Readers will find in this book: a description of the relationship between virtual reality and student behavior; a review of VR-enabled tools and techniques for an immersive environment; a discussion on VR in the context of vocational education by developing a conceptual framework and roadmap for its adoption; an overview of the advantages, disadvantages, and mechanisms of VR through a detailed analysis showing a comparison of the strong and weak points of the technologies being used in education; a look at the future of learning in the context of VR; a description of the relevance of VR in emerging economies with the help of bibliometric analysis and discusses its future potential; a review of Metaverse as a new education avatar showcasing diverse educational experiences and how to reimagine teaching; an explanation of the relevance of emerging digital technologies in upskilling employees in fashion retail to impart an immersive experience for customers; a proposed framework for mapping the use of VR for students with autistic spectrum disorder (ASD). Audience The book is designed for information technologists, educational researchers, teachers, policymakers, government officials, and business managers.
Product Details :
Genre |
: Education |
Author |
: Reena Malik |
Publisher |
: John Wiley & Sons |
Release |
: 2024-01-30 |
File |
: 290 Pages |
ISBN-13 |
: 9781394200474 |