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.
A comprehensive guide to computer assisted exercises Readers can turn to this indispensable reference guide for comprehensive and lucid coverage of the operational, technical, and organizational knowledge needed to harness successful and constructive computer assisted exercises (CAX) and war games.
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.
Understanding Virtual Reality: Interface, Application, and Design, Second Edition arrives at a time when the technologies behind virtual reality have advanced dramatically.
This book explores one way in which recent hardware and software advances have placed humanity on the precipice of a significant shift in how technology can shape our interactions with the world around us: the application of transformative extended reality (XR) technology solutions to support the health, wellness, quality of life, and independence of older adults living with and without cognitive impairments.
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.
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.
This book covers the most important subjects of digital twin in a process plant, including foundations, methods, achievements, and applications in a brownfield environment.
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.
Dieser Sammelband zum Projekt „Augmented Reality in flexiblen Dienstleistungsprozessen" (ARinFLEX) zeigt Anwendungsfälle für Dienstleistungsinnovationen in Pflege und industrieller Wartung auf.
This monograph explores the synergy of Artificial Intelligence (AI), Augmented Reality (AR) and cognitive processes to enhance spatial abilities - an integral aspect of cognitive development.
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 edited volume collects a series of studies concerning the most recent developments in the industrial applications of augmented and virtual reality.
The aim of this edited book is to provide a point of reference for the latest advancements in the different fields of interactive media applied in Digital Cultural Heritage research, ranging from visual data acquisition, classification, analysis and synthesis, 3D modelling and reconstruction, to new forms of interactive media presentation, visualization and immersive experience provision via extended reality, collaborative spaces, serious games and digital storytelling.
This edited volume encompasses chapters on novel and innovative research in the applications of leading digital technologies in an accessible and engaging way.
This monograph delves into recent evolutions in virtual reality (VR) storytelling, focusing on entertainment-based works created or launched since 2020.
This book explores the diverse methods and facets of communication in the metaverse, from interpersonal relationships to health communication, and from collaboration in the workplace to social interaction in educational contexts.
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.
The development of the internet, particularly the World Wide Web, is currently hitting its limits-both technically and socio-culturally, as well as economically.
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).
As an efficient 3D vision solution, point clouds have been widely applied into diverse engineering scenarios, including immersive media communication, autonomous driving, reverse engineering, robots, topography mapping, digital twin city, medical analysis, digital museum, etc.
In diesem Buch wird eine anwendungsübergreifende Methodik zur Identifikation und Bewertung geeigneter Einsatzmöglichkeiten kontext-sensitiver Augmented Reality (AR) entwickelt und validiert.
This monograph delves into recent evolutions in virtual reality (VR) storytelling, focusing on entertainment-based works created or launched since 2020.
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 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.
This volume brings together a number of the leading practitioners and exponents in the field of virtual reality (VR), and explores some of the main issues in the area and its associated hardware and software technology.
This book discusses the use of converged technology, a rapidly growing area that enhancements smart devices, communication, Internet of things (IoT), and augmented reality (AR).