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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.
This book presents a comprehensive collection of case studies on augmented reality and virtual realty (AR/VR)... Læs mere
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.
This volume provides the latest outcomes of augmented reality (AR) and virtual reality (VR) research conducted in various industries.
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
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.
This book presents selected research and development on virtual reality (VR) and serious games (SG)... Læs mere
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.
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.
The book explores the intricacies of augmented reality (AR), virtual reality (VR), mixed reality (MR), assisted reality, and the... Læs mere