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.
From school lunchrooms to the White House press room, video games are an integral part of our popular culture, and the industry behind them touches all aspects of our lives, gamer and non-gamer alike.
This is a pioneering study of virtuality through human history: ancient-to-modern evolution and recent expansion; expression in many fields (chapters on Religion; Philosophy, Math, Physics; Literature and the Arts; Economics; Nationhood, Government and War; Communication); psychological and social reasons for its universality; inter-relationship with "e;reality.
As the second volume of the "e;Digital Oil & Gas Pipeline: Research and Practice"e; series of monographs, this book introduces the implementation strategies, examples and technical roadmaps of two important aspects of the Digital Oil & Gas Pipeline construction: pipeline real-time data integration and pipeline network virtual reality system.
This book provides extensive research into the use of augmented reality in the three interconnected and overlapping fields of the tourism industry, museum exhibitions, and cultural heritage.