Cases on immersive virtual reality techniques /

"This book disseminates knowledge on the available literature in the field of virtual reality with the objective of showing applications in this area integrated with immersive techniques and effective theories and computer resources that are being used to support virtual reality methods"--

Saved in:
Bibliographic Details
Corporate Authors: IGI Global
Group Author: Yang, Kenneth C. C. (Editor)
Published: IGI Global,
Publisher Address: Hershey, Pennsylvania :
Publication Dates: 2018.
Literature type: eBook
Language: English
Subjects:
Online Access: http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-5912-2
Summary: "This book disseminates knowledge on the available literature in the field of virtual reality with the objective of showing applications in this area integrated with immersive techniques and effective theories and computer resources that are being used to support virtual reality methods"--
Carrier Form: 24 PDFs (xxxi, 349 pages)
Bibliography: Includes bibliographical references and index.
ISBN: 9781522559139
Access: Restricted to subscribers or individual electronic text purchasers.
Index Number: QA76
CLC: TP391.9
Contents: Section 1. The emergence of digital reality technology. Chapter 1. Reality-creating technologies as a global phenomenon -- Section 2. Emerging themes and practices in digital reality research. Chapter 2. Multi-user virtual environments for physical education and sport training ; Chapter 3. A user study of virtual reality for visualizing digitized Canadian cultural objects ; Chapter 4. A study on visual perturbations effect on balance in a VR environment ; Chapter 5. Lectures and discussions in semi-immersive virtual reality learning environments: the effect of communication modality on learner satisfaction and mental effort ; Chapter 6. To move or not to move?: the challenge of including believable self-motion cues in virtual reality applications understanding motion cueing generation in virtual reality -- Section 3. Applications and best practices in digital reality. Chapter 7. Edutainment with flipped IDEAS ; Chapter 8. Multiliteracies performance assessment zones (MPAZ): a new tool to explore multimodal interactions for virtual learning ; Chapter 9. Techniques on multiplatform movement and interaction systems in a virtual reality context for games ; Chapter 10. Augmented, mixed, and virtual reality applications in cause-related marketing (CRM) ; Chapter 11. Virtual reality (VR) applications in learning: "living autism" ; Chapter 12. The applications of digital reality in creative and oceanic cultural industries: the case of Taiwan.