Share

Cases on Immersive Virtual Reality Techniques

Download Cases on Immersive Virtual Reality Techniques PDF Online Free

Author :
Release : 2019-04-12
Genre : Computers
Kind : eBook
Book Rating : 132/5 ( reviews)

GET EBOOK


Book Synopsis Cases on Immersive Virtual Reality Techniques by : Yang, Kenneth C.C.

Download or read book Cases on Immersive Virtual Reality Techniques written by Yang, Kenneth C.C.. This book was released on 2019-04-12. Available in PDF, EPUB and Kindle. Book excerpt: As virtual reality approaches mainstream consumer use, new research and innovations in the field have impacted how we view and can use this technology across a wide range of industries. Advancements in this technology have led to recent breakthroughs in sound, perception, and visual processing that take virtual reality to new dimensions. As such, research is needed to support the adoption of these new methods and applications. Cases on Immersive Virtual Reality Techniques is an essential reference source that discusses new applications of virtual reality and how they can be integrated with immersive techniques and computer resources. Featuring research on topics such as 3D modeling, cognitive load, and motion cueing, this book is ideally designed for educators, academicians, researchers, and students seeking coverage on the applications of collaborative virtual environments.

Storytelling for Virtual Reality

Download Storytelling for Virtual Reality PDF Online Free

Author :
Release : 2017-07-06
Genre : Performing Arts
Kind : eBook
Book Rating : 245/5 ( reviews)

GET EBOOK


Book Synopsis Storytelling for Virtual Reality by : John Bucher

Download or read book Storytelling for Virtual Reality written by John Bucher. This book was released on 2017-07-06. Available in PDF, EPUB and Kindle. Book excerpt: 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. Rather than examining purely the technical, the text focuses on the narrative and how stories can best be structured, created, and then told in virtual immersive spaces. Author John Bucher examines the timeless principles of storytelling and how they are being applied, transformed, and transcended in Virtual Reality. Interviews, conversations, and case studies with both pioneers and innovators in VR storytelling are featured, including industry leaders at LucasFilm, 20th Century Fox, Oculus, Insomniac Games, and Google. For more information about story, Virtual Reality, this book, and its author, please visit StorytellingforVR.com

Virtual Realities

Download Virtual Realities PDF Online Free

Author :
Release : 2021-09-23
Genre : Social Science
Kind : eBook
Book Rating : 477/5 ( reviews)

GET EBOOK


Book Synopsis Virtual Realities by : Stuart Marshall Bender

Download or read book Virtual Realities written by Stuart Marshall Bender. This book was released on 2021-09-23. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Realities presents a ground-breaking application of phenomenology as a critical method to explore the impact of immersive media. Specific case studies examine 360-degree documentary productions about trauma, virtual military simulations, VR exposure therapy for anxiety and posttraumatic stress disorder, and the emerging debate about regulating violent content in immersive media gaming. By addressing these texts primarily as experiences, Virtual Realities deploys an analytic and critical methodology that is sensitive to the bodily and cognitive impact of immersive media, especially via the body of an appropriately attentive researcher-critic. Virtual Realities provokes a rethinking of many of the taken-for-granted ideas and assumptions circulating in the field of immersive media. These include concepts of empathy, embodiment, the affective impact of textual and immersive properties on the users’ experience, as well as the “gee-whizz” mentality often associated with approaches to the medium. The case studies provide fresh engagement with immersive media such as cinematic VR at a time when dominant attitudes about the technology display an evangelical fascination with VR and other mixed realities as inexorably beneficial. Virtual Realities makes a compelling case for VR-phenomenology to be employed as a methodology by humanities scholars and also in cross-disciplinary applications of immersive media in fields such as psychology, human-computer interaction studies and the health sciences.

Everyday Virtual and Augmented Reality

Download Everyday Virtual and Augmented Reality PDF Online Free

Author :
Release : 2023-02-18
Genre : Computers
Kind : eBook
Book Rating : 046/5 ( reviews)

GET EBOOK


Book Synopsis Everyday Virtual and Augmented Reality by : Adalberto Simeone

Download or read book Everyday Virtual and Augmented Reality written by Adalberto Simeone. This book was released on 2023-02-18. Available in PDF, EPUB and Kindle. Book excerpt: This edited book introduces readers to the area of “Everyday Virtual and Augmented Reality”. With Virtual and Augmented Reality technologies, becoming more pervasive in our homes and workplaces, new use cases and scenarios emerge together with new challenges that need to be addressed. These challenges encompass the design and implementation of appropriate VR/AR applications for ordinary environments that were not built with the explicit intention of supporting VR systems. The everyday/domestic environments present a range of issues that are usually not present in the physical locations purposed for VR and AR use in academic or professional environments, such as constrained spaces, presence of obstacles, absence of instrumentation, social and organizational restrictions etc. To address the above challenges, we collect the latest work from the Virtual Reality and Augmented Reality research community, by combining the presentation of general definitions and characterization of the field, of interaction concepts and techniques, of a variety of use cases and areas. The constellation of different environment examples (from education, sport to consumer and marketing), from across the globe and platforms, provide a comprehensive discussion on scientific and engineering methods, which enable the development of VR/AR systems in everyday context.

Knowledge Discovery of Gamification Features Relevant to Immersive Virtual Reality Environments

Download Knowledge Discovery of Gamification Features Relevant to Immersive Virtual Reality Environments PDF Online Free

Author :
Release : 2015
Genre :
Kind : eBook
Book Rating : /5 ( reviews)

GET EBOOK


Book Synopsis Knowledge Discovery of Gamification Features Relevant to Immersive Virtual Reality Environments by : Ajay Gopinath Bharathi

Download or read book Knowledge Discovery of Gamification Features Relevant to Immersive Virtual Reality Environments written by Ajay Gopinath Bharathi. This book was released on 2015. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Reality (VR) is a three dimensional interactive world that gives users the impression of being somewhere other than where they actually are. Over the last decade, a wide range of VR applications have been developed, based on VR environments. Immersive VR environment is a type of VR environment that produces an interactive computer generated world of high ecological validity, in which the users can "immerse" themselves using a variety of 3D stimuli. On the other hand, non-immersive VR environment is the least immersive implementation of VR techniques in which the virtual environment is viewed through a portal or window by utilizing a standard high resolution monitor and interactions occur using 2D interaction devices such as keyboards and mice. A major limitation of non-immersive VR environments is the lack of immersive experience that not only provides content to users, but also enables them to interact in a completely 360 degree immersive environment. Furthermore, a knowledge gap exists in terms of what motivates individuals to utilize such systems. This thesis aims to fill these research gaps by first i) exploring whether there exists statistically significant differences in performance between users in immersive VR and non-immersive VR environments and then ii) proposing the use of video game design elements in non-game contexts (i.e., immersive VR environments) to motivate and increase user engagement, otherwise known as "gamification". A case study involving 54 individuals carrying out a product functional analysis task is used to test the hypothesis that immersive VR environments, such as those achievable through head-mounted displays, enhance performance outcomes when compared to non-immersive VR environments. A case study involving 60 games from the Android market is used to understand the fundamental aspects of video games that make them engaging and motivating. Seven game design elements (challenges, levels, win states, social graph, rewards, content unlocking and leaderboards) are found to motivate users and maintain user engagement for extended periods of time and could be potentially integrated into immersive VR environments to make them more engaging and motivating for users.

You may also like...