This book constitutes the refereed proceedings from the 14th Mediterranean Conference on Information and Communication Technologies in Education, TICEMED 2024, held in Cairo, Egypt, in October 15-17, 2024.
This book constitutes the refereed proceedings from the 14th Mediterranean Conference on Information and Communication Technologies in Education, TICEMED 2024, held in Cairo, Egypt, in October 15-17, 2024.
This book offers a comprehensive collection of the latest research presented at the 10th International XR-Metaverse Conference held in Maastricht, The Netherlands in 2025.
This book offers a comprehensive collection of the latest research presented at the 10th International XR-Metaverse Conference held in Maastricht, The Netherlands in 2025.
This book explores how virtual reality (VR) can be used to examine perceptual differences in neurodivergent individuals, particularly those with autism and ADHD, by introducing a new methodological framework.
This book explores how virtual reality (VR) can be used to examine perceptual differences in neurodivergent individuals, particularly those with autism and ADHD, by introducing a new methodological framework.
Masterarbeit aus dem Jahr 2020 im Fachbereich Medien / Kommunikation - Multimedia, Internet, neue Technologien, Note: 2,1, Rheinische Fachhochschule Köln (Medien), Sprache: Deutsch, Abstract: Die vorliegende Arbeit untersucht, welche neuen Chancen, Potenziale und Risiken sich durch die Digitalisierung eines Live-Events für die Akteure in der Konzertindustrie ergeben und ob die Konzertindustrie vor einer ähnlichen Entwicklung steht wie der Profi-Fußball Anfang der 90er-Jahre.
A manual for both designers and users, comprehensively presenting the current state of experts' knowledge on virtual reality (VR) in computer science, mechanics, optics, acoustics, physiology, psychology, ergonomics, ethics, and related area.
Master's Thesis from the year 2021 in the subject Communications - Public Relations, Advertising, Marketing, Social Media, grade: 1,0, University of Applied Sciences Darmstadt (Fachbereich Media), language: English, abstract: This study acts as an intersection set of four different disciplines: psychology, virtual reality, communications, marketing, to develop innovative proposals for the prospective utilization of virtual reality medium in marketing communications.
This book explores whether the Metaverse - understood here as a persistent, immersive, and widely utilized, virtual world - will be the next chapter in the evolution of cyberspace, and what that means for people, business, and society.
This book explores whether the Metaverse - understood here as a persistent, immersive, and widely utilized, virtual world - will be the next chapter in the evolution of cyberspace, and what that means for people, business, and society.
This LNCS conference set constitutes the proceedings of the International Conference on Extended Reality, ICXR 2025, Qingdao, China, held during November 1–2, 2025.
This LNCS conference set constitutes the proceedings of the International Conference on Extended Reality, ICXR 2025, Qingdao, China, held during November 1–2, 2025.
This book provides a brief history of web-based virtual reality and shows readers how to build three-dimensional web content for businesses using the A-Frame framework.
This book provides a brief history of web-based virtual reality and shows readers how to build three-dimensional web content for businesses using the A-Frame framework.
In his classic work Anarchy, State and Utopia, Robert Nozick asked his readers to imagine being permanently plugged into a 'machine that would give you any experience you desired'.
In his classic work Anarchy, State and Utopia, Robert Nozick asked his readers to imagine being permanently plugged into a 'machine that would give you any experience you desired'.
Learn How to Create Immersive Virtual EnvironmentsWritten by an award-winning designer with 20 years of experience designing virtual environments for television and online communities, Virtual World Design explores the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling.
The advent of augmented reality technologies used to assist human operators in complex manipulative operations-has brought an urgency to research into the modeling and training of human skills in Virtual Environments.
This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "e;play"e; and "e;fun"e; have become rational and mechanical products.
Useful to school librarians, teachers, and faculty, this book explains the range of possibilities for creating immersive learning experiences through the use of virtual worlds, virtual simulations, virtual collections, exhibits by libraries and museums, and archives.
This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "e;play"e; and "e;fun"e; have become rational and mechanical products.
Useful to school librarians, teachers, and faculty, this book explains the range of possibilities for creating immersive learning experiences through the use of virtual worlds, virtual simulations, virtual collections, exhibits by libraries and museums, and archives.
Extended Reality and the Fashion Industry: Driving Engagement through Immersive Experience offers a comprehensive and forward-looking exploration of how immersive technologies are transforming fashion.
This book provides a comprehensive guide to designing and conducting survey experiments in architecture, focusing on the intersection of research methodology and human interaction with the built environment.