Learning Virtual Reality

Even though consumer virtual reality is just a few years old, we are already
seeing a staggering range of applications. To say that VR has captured people's
imaginations would be an understatement. Developers are trying to build virtually
 ...

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Author: Tony Parisi

Publisher: "O'Reilly Media, Inc."

ISBN: 9781491922804

Category: COMPUTERS

Page: 166

View: 821

As virtual reality approaches mainstream consumer use, a vibrant development ecosystem has emerged in the past few years. This hands-on guide takes you through VR development essentials for desktop, mobile, and browser-based applications. You’ll explore the three go-to platforms—OculusVR, Gear VR, and Cardboard VR—as well as several VR development environments, programming tools, and techniques. If you’re an experienced programmer familiar with mobile development, this book will help you gain a working knowledge of VR development through clear and simple examples. Once you create a complete application in the final chapter, you’ll have a jumpstart on the next major entertainment medium. Learn VR basics for UI design, 3D graphics, and stereo rendering Explore Unity3D, the current development choice among game engines Create native applications for desktop computers with the Oculus Rift Develop mobile applications for Samsung’s Gear VR with the Android and Oculus Mobile SDKs Build browser-based applications with the WebVR Javascript API and WebGL Create simple and affordable mobile apps for any smartphone with Google’s Cardboard VR Bring everything together to build a 360-degree panoramic photo viewer

Implementing Augmented Reality Into Immersive Virtual Learning Environments

"This book provides a comprehensive review of educational programs that are integrating augmented reality into immersive virtual learning environments"--

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Author: Donna Russell

Publisher: Information Science Reference

ISBN: 1799842223

Category:

Page: 315

View: 842

"This book provides a comprehensive review of educational programs that are integrating augmented reality into immersive virtual learning environments"--

Current and Prospective Applications of Virtual Reality in Higher Education

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 ...

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Author: Choi, Dong Hwa

Publisher: IGI Global

ISBN: 9781799849612

Category: Education

Page: 328

View: 687

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.

Designing Deploying and Evaluating Virtual and Augmented Reality in Education

This book is ideal for academicians, instructors, curriculum designers, policymakers, instructional designers, researchers, education professionals, practitioners, and students.

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Author: Akcayir, Gokce

Publisher: IGI Global

ISBN: 9781799850441

Category: Education

Page: 404

View: 748

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.

Exploring a Semi virtual Reality System Impacting Learning Curves of College Students

Virtual reality (VR) is a trending technology used in a broad range of fields including education and has become one of the most promising directions for educators.

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Author: Hongbiao Yang (Engineer)

Publisher:

ISBN: OCLC:1108776314

Category: Constructivism (Education)

Page: 181

View: 975

Virtual reality (VR) is a trending technology used in a broad range of fields including education and has become one of the most promising directions for educators. In this research, the investigation focuses on how the semi-immersive VR application can be used for educational purposes by exploring the VR factors and the interactions between these factors. A theoretical learning framework is also proposed to offer an explanation for the beneficial effects of education brought by VR at a high level. This research consists of three parts. First, this research will introduce the development of Walk-in-Place Learning System (WIPLS), a semi-immersive VR system that is highly customizable and can be modified into different sub-VR systems that enable the tuning of various VR factors. Second, it will present the survey instrument obtained from previous literature related to educational VR systems. Two individual pilot studies will be conducted: 1) to verify the performance of the WIPLS, and 2) to validate the internal consistency of the survey instrument. Third, an empirical study will be conducted on a sample population to answer the research question, and to analyze the statistical results to validate the research model. Based on these statistical results, this research will propose conclusions and insights in how VR factors, as well as interactions, are affecting the learning outcome in an educational VR system, and provide guidance and suggestions for VR practitioners to design the development of VR systems.

Mobile Technologies and Augmented Reality in Open Education

The “spatial immersion” in the virtual reality is a perception of being physically
present in a non-physical world that ... Students, using AR or VR, face a massive
number of information and are immersed in a complex learning environment.

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Author: Kurubacak, Gulsun

Publisher: IGI Global

ISBN: 9781522521112

Category: Education

Page: 366

View: 595

Novel trends and innovations have enhanced contemporary educational environments. When applied properly, these computing advances can create enriched learning opportunities for students. Mobile Technologies and Augmented Reality in Open Education is a pivotal reference source for the latest academic research on the integration of interactive technology and mobile applications in online and distance learning environments. Highlighting scholarly perspectives across numerous topics such as wearable technology, instructional design, and flipped learning, this book is ideal for educators, professionals, practitioners, academics, and graduate students interested in the role of augmented reality in modern educational contexts.

Virtual Learning and Higher Education

Atatvistic Avatars : Ontology , Education and ' Virtual Worlds ' Adrian Bromage
Abstract This speculative and conceptual chapter considers evidence that
synchronous social encounters in multi - user Virtual Reality ( VR ) systems have
an ...

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Author: David Seth Preston

Publisher: Rodopi

ISBN: 9042011297

Category: History

Page: 182

View: 477

It is clear that the Internet and other global information infrastructures provide a major challenge to Higher Education. Questions such as: the extent to which education should become 'virtual', the actual cost and value of such innovation and to what degree such education suits its stakeholders (e.g. students) are now discussed the world over. These issues formed the focus for a conference held at Mansfield College, Oxford in September 2002 and this book contains the most rounded and challenging papers from that event. The book is divided into three main parts which consist of the following themes within Higher Education: current practical and planned uses for Virtual Learning; the future 'Virtual' vision; and the large questions that remain unanswered behind 'Virtual Education'. The contributors range from the nerdy end of experimenters of futuristic innovative technologies via the practitioner middle of well-known organizers of existing virtual systems to the other extreme of the critical engagement of philosophers. This stimulating and important book is aimed at researchers of topics such as technology-driven Education, Philosophy, Innovation and Cultural Studies. It is also meant to appeal to anyone with interest in the impact that the technological virtual will have upon Higher Education in future.

Edutainment Technologies Educational Games and Virtual Reality Augmented Reality Applications

6th International Conference on E-learning and Games, Edutainment 2011,
Taipei, Taiwan, September 7-9, 2011, Proceedings Maiga Chang, Wu-Yuin
Hwang, Ming-Puu Chen, Wolfgang Mueller. the funny of the game while the
children are ...

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Author: Maiga Chang

Publisher: Springer Science & Business Media

ISBN: 9783642234552

Category: Education

Page: 560

View: 316

This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.

Virtual Reality Training s Future

VIRTUAL. REALITY/VIRTUAL. ENVIRONMENTS. FOR. EDUCATION. AND.
TRAINING. Robert J. Seidel and Paul R. Chatelier It is a natural extension to
proceed from learning without boundaries to virtual environments. From the
extended ...

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Author: Robert J. Seidel

Publisher: Springer Science & Business Media

ISBN: 0306454866

Category: Computers

Page: 222

View: 428

In 1988, the NATO panel governing human sciences (Panel 8 on Defence Applica of Human and Bio-Medical Sciences) established a Research Study Group to synthe tions size information relevant to Advanced Technologies Applied to Training Design. During its first phase, the RSG established an active exchange of information on advanced tech nologies applied to training design and stimulated much military application of these tech nologies. With the increased emphasis on training throughout the alliance, Panel 8, during its April 1991 meeting decided to continue with Phase II of this RSG focusing in the area of advanced training technologies that were emerging within the alliance. In order to ac complish its mission, the RSG held a series of workshops. Leaders in technology and training were brought together and exchanged information on the latest developments in technologies applicable to training and education. This volume represents the last in a se ries based on the NATO workshops. In Part One, it details findings from the last work shop, Virtual Reality for Training; and in Part Two, we provide a summary perspective on Virtual Reality and the other emerging technologies previously studied. These include computer-based training, expert systems, authoring systems, cost-effectiveness, and dis tance learning. It is a natural extension to proceed from learning without boundaries to virtual envi ronments. From the extended classroom to the individual or team immersion in a distrib uted, virtual, and collaborative environment is an easy conceptual step.

Medicine Meets Virtual Reality 11

WebSET is an Internet based educational tool that can be used on any standard
personal computer . It has been developed by a European collaboration and
integrates high quality courseware , selfassessment exercises , video clips and
VR ...

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Author: James D. Westwood

Publisher: John Wiley & Sons

ISBN: 4274905705

Category: Computer simulation

Page: 422

View: 221

Medicine Meets Virtual Reality

Contributors to the book are the world s leading researchers and developers in the field.

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Author: James D. Westwood

Publisher: IOS Press

ISBN: 9051993862

Category: Computers

Page: 409

View: 317

Medicine is Art Medicine is supported by Science Medicine is enabled by Technology One will learn how leading-edge technology will affect the future of medical and surgical practice by improving access, quality, and continuity of care, while reducing cost. Contributors to the book are the world s leading researchers and developers in the field. Readers: Physicians, Surgeons, Information Scientists, Biomedical Professionals, Corporate Futurists, Biomechanical Engineers, Educators, Roboticists, Medical Technologists, Rehabilitation Specialists, Systems Integrators/Engineers, Psychotherapists/Behaviourists.

Virtual Augmented and Mixed Reality Applications and Case Studies

Domagk, S., Schwartz, R.N., Plass, J.L.: Interactivity in multimedia learning: an
integrated model. Comput. Hum. Behav. 26, 1024–1033 (2010) Dooley, K.:
Storytelling with virtual reality in 360-degrees: a new screen grammar. Stud. Aust.
Cine.

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Author: Jessie Y.C. Chen

Publisher: Springer

ISBN: 9783030215651

Category: Computers

Page: 576

View: 519

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.

Medicine Meets Virtual Reality 15

The environment uses gaming theory to engage the students into achieving
specific learning objectives. The first few levels contain virtual laboratories where
students achieve the basic underpinnings of Cancer Genetics. The next levels
apply ...

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Author: J.D. Westwood

Publisher: IOS Press

ISBN: 9781607502258

Category: Computers

Page: 548

View: 219

Our culture is obsessed with design. Sometimes designers can fuse utility and fantasy to make the mundane appear fresh—a cosmetic repackaging of the same old thing. Because of this, medicine—grounded in the unforgiving realities of the scientific method and peer review, and of flesh, blood, and pain—can sometimes confuse “design” with mere “prettifying.” Design solves real problems, however. This collection of papers underwrites the importance of design for the MMVR community, within three different environments: in vivo, in vitro and in silico. in vivo: we design machines to explore our living bodies. Imaging devices, robots, and sensors move constantly inward, operating within smaller dimensions: system, organ, cell, DNA. in vitro: Using test tubes and Petri dishes, we isolate in vivo to better manipulate and measure biological conditions and reactions. in silico: We step out of the controlled in vitro environment and into a virtual reality. The silica mini-worlds of test tubes and Petri dishes are translated into mini-worlds contained within silicon chips. The future of medicine remains within all three environments: in vivo, in vitro, and in silico. Design is what makes these pieces fit together—the biological, the informational, the physical/material—into something new and more useful.

Emerging Tools and Applications of Virtual Reality in Education

This book will inspire educators, administrators, librarians, students of education, and virtual reality software developers to push the limits of their craft.

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Author: Choi, Dong Hwa

Publisher: IGI Global

ISBN: 9781466698383

Category: Education

Page: 360

View: 664

Virtual reality is the next frontier of communication. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. It only follows that to educate and stimulate the next generation of industry leaders, one must use the most innovative tools available. By coupling education with the most immersive technology available, teachers may inspire students in exciting new ways. Emerging Tools and Applications of Virtual Reality in Education explores the potential and practical uses of virtual reality in classrooms with a focus on pedagogical and instructional outcomes and strategies. This title features current experiments in the use of augmented reality in teaching and highlights the effects it had on students. The authors also illustrate the use of technology in teaching the humanities, as students well-rounded in the fields of technology and communication are covetable in the workforce. This book will inspire educators, administrators, librarians, students of education, and virtual reality software developers to push the limits of their craft.