Deals with the challenges that arise when virtual worlds are used for learning and teaching. The book is illustrated with examples drawn from both research and practice that cover a wide range of learning scenarios, both formal and informal, involving teenagers, school pupils, undergraduate and postgraduate students.
This book demonstrates the simulation and animation of physical systems using the MATLAB(R) Virtual Reality Toolbox. Taking a problem-based approach, each chapter teaches a group of essential principles, following a step-by-step solution to a particular issue.
With contributions by experts in AR from academia and private industry, this book uses case studies and examples throughout to introduce the basic concepts of AR, as well as outlining the computer vision and multimedia techniques most commonly used today
Explores how our bodies experience and adapt to digital environments. This book argues that cyberspace is anchored in the body, and it's the body-not high-tech computer graphics that allows a person to feel like they are really "moving" through virtual reality.
A comprehensive compendium that examines over 50 foundational Virtual Reality (VR) applications in Business, Science, Medicine, Education, Spatial Studies, Public Safety, and Entertainment industries. It presents a wide variety of application descriptions across various areas of industry, providing you with practical ideas for VR development.
Mass spectrometry has proven its applicability to the measurement of almost any molecule. This book presents research from around the globe in the fields of biomacromolecules such as proteins, DNA, and other biopolymers studied with mass spectrometry.
Separating hype from fact, this text investigates the fate of embodiment in an information age. It relates three issues: information as an entity separate from the material forms that carry it; the construction of the Cyborg; and the dismantling of the humanist "subject" in cybernetic discourse.
Thanks to the Internet, it has never been so easy to become the person of your wildest dreams. Immersive 3D worlds such as Second Life and THERE. com provide an escape route from the ordinary, into a virtual world where you have the power to mould your life in any way you please. Forget about walking, wheelchair users can fly.
Virtual reality techniques are becoming indispensible in many areas including medicine, entertainment, architecture, education and manufacturing, with VR tools being used for testing and prototyping products at design stages, as well as for creating applications in finished products. This book looks at how to generate virtual reality worlds.
Including coverage of mobile, desktop, developers, security, challenges, and gaming, this book gives you a comprehensive understanding of what augmented reality is, what it can do, and most importantly: how to benefit from using AR in our lives and careers; educates readers how best to use augmented reality regardless of industry; and, more.
This volume answers the basic research questions involved in the development of new, user-friendly interfaces. Containing the edited research papers resulting from a cross-disciplinary research project, this volume examines the core activity of interfaces: interaction.