It is intriguing and challenging to learn a language by diving into the worlds of Virtual Reality (3-D environments, avatars, games) and Artificial Intelligence (chatbots, agents).
Create VR, AR, and MR experiences with the help of step-by-step tutorials on VR and AR simulators, interactivity, sound and visual effects, along with advanced XR techniques such as multiplayer integrationKey FeaturesCreate impressive XR projects without the need to own expensive VR headsetsExplore Unity XR features and techniques such as hand-tracking and plane detection using the XR Interaction Toolkit and AR FoundationBring your XR projects to life with step-by-step explanations along with practical examplesPurchase of the print or Kindle book includes a free PDF eBookBook DescriptionThe drastic surge in the demand for XR development has led to an imminent need for comprehensive resources, learning material, and overall know-how in this area.
Learn virtualization skills by building your own virtual machine Virtualization Essentials, Second Edition provides new and aspiring IT professionals with immersive training in working with virtualization environments.
Society Without People is the first major scholarly analysis of the profound social and cultural effects of emerging technologies such as generative AI and the Metaverse.
Top researchers explore the latest cutting-edge research into the perception of 3D environments, presenting both biological and computational perspectives.
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'.
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.
This book gathers a collection of selected works and new research results of scholars and graduate students presented at the 6th International Conference on Artificial Intelligence and Virtual Reality (AIVR 2022) via the Internet, during July 22-24 2022, hosted and organized by Sojo University in conjunction with other three universities and Beijing Huaxia Rongzhi Blockchain Technology Institute.
This book presents original research on language teacher education (LTE) activities in digital spaces, making use of a multimodal Conversation Analysis (CA) approach to examine multiple datasets and bring new insights into the theory, research, and practice of second/foreign language teacher education.
This book focuses on the challenges to biomedical education posed by the lockdowns and restrictions to on campus teaching brought about by the COVID-19 pandemic and highlights the tools and digital visualization technologies that have been successfully developed and used for remote teaching.
When studying medicine, healthcare, and medical sciences disciplines, learners are frequently required to visualise and understand complex three-dimensional concepts.
In this ground-breaking book, we navigate the uncharted terrain of social virtual reality (VR), a technology that, while offering unprecedented immersive experiences, brings forth significant governance challenges.
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.
This book provides a comprehensive overview of the role of immersive technology with multiple sectoral perspectives, such as entertainment, education, health care, and more.
This monograph delves into recent evolutions in virtual reality (VR) storytelling, focusing on entertainment-based works created or launched since 2020.
Augmented and Virtual Reality are revolutionizing present and future technologies: these are the fastest growing and most fascinating areas of technologies at present.
This book provides readers with a timely snapshot of modeling and simulation tools, including virtual and mixed-reality environment, for human factors research.
This book is an invaluable resource for researchers, practitioners, and enthusiasts interested in unraveling the potential and promises of virtual reality, delving into its applications, challenges, and the exciting path that lies ahead.
The metaverse, a hybrid society of the real and the virtual is attracting significant attention from academia to industry and is starting to change the world.