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.
Successful interaction with products, tools and technologies depends on usable designs, accommodating the needs of potential users and does not require costly training.
A Complete Toolbox of Theories and TechniquesThe second edition of a bestseller, Handbook of Virtual Environments: Design, Implementation, and Applications presents systematic and extensive coverage of the primary areas of research and development within VE technology.
The medium through which training in the workplace is delivered has been changing in recent years to offer a more personalized and immersive experience.
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.
Discussing issues and concepts relating to human factors in simulation, this book covers theory and application in fields such as space, ships, submarines, naval aviation, and commercial aviation.
Storytelling for Virtual Reality serves as a bridge between students of new media and professionals working between the emerging world of VR technology and the art form of classical storytelling.
Storytelling for Virtual Reality serves as a bridge between students of new media and professionals working between the emerging world of VR technology and the art form of classical storytelling.
This title was first published in 2000: Teaching, learning and assessment methods are constantly evolving, providing the educator with a range of issues and new challenges.
This title was first published in 2000: Teaching, learning and assessment methods are constantly evolving, providing the educator with a range of issues and new challenges.
This book takes the practicality of other "e;Gems"e; series such as "e;Graphics Gems"e; and "e;Game Programming Gems"e; and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project.
This book takes the practicality of other "e;Gems"e; series such as "e;Graphics Gems"e; and "e;Game Programming Gems"e; and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project.
The building of communities outside of the traditional brick-and-mortar base of a school or university is at a significant point in time; virtual worlds bridge the gap between 2D web spaces online and 3D physical spaces of the classroom, providing teachers and students alike with opportunities to connect and collaborate in ways that were previously unimaginable.
The building of communities outside of the traditional brick-and-mortar base of a school or university is at a significant point in time; virtual worlds bridge the gap between 2D web spaces online and 3D physical spaces of the classroom, providing teachers and students alike with opportunities to connect and collaborate in ways that were previously unimaginable.
Like the first edition, the central question this book addresses is how virtual reality can be used in the design, production and management of the built environment.
Like the first edition, the central question this book addresses is how virtual reality can be used in the design, production and management of the built environment.
Virtual Reality Filmmaking presents a comprehensive guide to the use of virtual reality in filmmaking, including narrative, documentary, live event production, and more.
Virtual Reality Filmmaking presents a comprehensive guide to the use of virtual reality in filmmaking, including narrative, documentary, live event production, and more.
This book presents contributions which discuss the impact of eXtended Reality (XR) and Artificial Intelligence (AI) technologies considered jointly in the fields of Cultural Heritage and Innovative Design.
Design for Learning in Virtual Worlds, the first book focused specifically on how to design virtual worlds for educational purposes, explores: * the history and evolution of virtual worlds * the theories behind the use of virtual worlds for learning * the design of curricula in virtual worlds * design guidelines for elements experienced in virtual worlds that support learning * design guidelines for learning quests and activities in virtual worlds.
Design for Learning in Virtual Worlds, the first book focused specifically on how to design virtual worlds for educational purposes, explores: * the history and evolution of virtual worlds * the theories behind the use of virtual worlds for learning * the design of curricula in virtual worlds * design guidelines for elements experienced in virtual worlds that support learning * design guidelines for learning quests and activities in virtual worlds.
This study assesses the significance of Pinocchio in the twentieth and twenty-first centuries in addition to his status as the creature of a nineteenth century traversed by a cultural enthusiasm for dummies, puppets, and marionettes.
This study assesses the significance of Pinocchio in the twentieth and twenty-first centuries in addition to his status as the creature of a nineteenth century traversed by a cultural enthusiasm for dummies, puppets, and marionettes.
This book examines the implications of computer-generated learning for curriculum design, epistemology, and pedagogy, exploring the ways these technologies transform the relationship between knowledge and learning, and between teachers and students.
This book examines the implications of computer-generated learning for curriculum design, epistemology, and pedagogy, exploring the ways these technologies transform the relationship between knowledge and learning, and between teachers and students.
This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be.
This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be.
This book is primarily a summary of research done over 10 years in multimedia and virtual reality, which fits within a wider interest of exploiting psychological theory to improve the process of designing interactive systems.
This book is primarily a summary of research done over 10 years in multimedia and virtual reality, which fits within a wider interest of exploiting psychological theory to improve the process of designing interactive systems.
The chapters in Human Spatial Memory: Remembering Where present a fascinating picture of an everyday aspect of mental life that is as intriguing to people outside of academia as it is to scientists studying human cognition and behavior.
The chapters in Human Spatial Memory: Remembering Where present a fascinating picture of an everyday aspect of mental life that is as intriguing to people outside of academia as it is to scientists studying human cognition and behavior.
Virtual environments (VE) are human-computer interfaces in which the computer creates a sensory-immersing environment that interactively responds to and is controlled by the behaviour of the user.
Virtual environments (VE) are human-computer interfaces in which the computer creates a sensory-immersing environment that interactively responds to and is controlled by the behaviour of the user.