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This book features the latest research in the area of immersive technologies, presented at the 6th International Augmented Reality and Virtual Reality Conference, held in online in 2020.
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This book presents a comprehensive collection of case studies on augmented reality and virtual realty (AR/VR)... Læs mere
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This book examines the ethics of virtual reality (VR) technologies. This book critically assesses the use of VR for empathy arousal and pro-social behaviour change, culminating in the development of a VR “ethical tool” – a device to facilitate reflective ethical judgement.
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This volume provides the latest outcomes of augmented reality (AR) and virtual reality (VR) research conducted in various industries.
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This book explores the nature and importance of sound in virtual reality (VR). This book if for those with an interest in sound... Læs mere
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This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018.
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This book presents selected research and development on virtual reality (VR) and serious games (SG)... Læs mere
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This book outlines a range of user experiments, providing comprehensive evaluations that underline the rationale behind implementing collaborative 3D virtual offices in corporate settings and 3D classrooms in educational institutions.
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3D point clouds have broad applications across various industries and have contributed to advancements in fields such as autonomous driving, immersive media, metaverse, and cultural heritage protection.
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The book explores the intricacies of augmented reality (AR), virtual reality (VR), mixed reality (MR), assisted reality, and the... Læs mere
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This book celebrates the technological advances that have been accomplished and calls for more cooperation to ensure that these innovations are implemented in a way that puts people's lives first during emergencies