Implementing Augmented Reality Into Immersive Virtual Learning Environments

Implementing Augmented Reality Into Immersive Virtual Learning Environments
Author :
Publisher : IGI Global
Total Pages : 266
Release :
ISBN-10 : 9781799842231
ISBN-13 : 1799842231
Rating : 4/5 (31 Downloads)

Synopsis Implementing Augmented Reality Into Immersive Virtual Learning Environments by : Russell, Donna

The potential to integrate augmented reality into educational settings has led to the development of myriad programs for implementing these transformative technologies into education. However, the transformative learning processes possible for learners can best be developed through integration in immersive virtual learning environments. The integration of augmented reality (AR) technologies into education involves matching the potential of AR with the most effective instructional model for immersing learners in the learning process. With current research focused heavily on blended or online learning, augmented reality fits right into the new technologies and trends that are being developed and utilized on a consistent basis. There is a need for research that provides detailed curriculum guides, templates for designing virtual worlds, evaluation processes, and immersive learning procedures that can be utilized to provide the best educational environment for student success. Implementing Augmented Reality Into Immersive Virtual Learning Environments provides current research for the integration of transformative new technologies into multiple educational settings. Examining the why, what, and how of integrating augmented reality into immersive virtual learning technologies, this book covers various educational settings, such as nursing education, sports coaching, language education, and more. While highlighting the benefits for virtual reality, its role in remote learning, the logistics of simulation, and branches of it such as gamification, this book is ideally intended for teachers, school administrators, teacher educators, practitioners, IT specialists, educational software developers, researchers, academicians, and students interested in integrating augmented reality in educational programs.

Virtual Reality, Training’s Future?

Virtual Reality, Training’s Future?
Author :
Publisher : Springer Science & Business Media
Total Pages : 216
Release :
ISBN-10 : 9781489900388
ISBN-13 : 1489900381
Rating : 4/5 (88 Downloads)

Synopsis Virtual Reality, Training’s Future? by : Robert J. Seidel

In 1988, the NATO panel governing human sciences (Panel 8 on Defence Applica of Human and Bio-Medical Sciences) established a Research Study Group to synthe tions size information relevant to Advanced Technologies Applied to Training Design. During its first phase, the RSG established an active exchange of information on advanced tech nologies applied to training design and stimulated much military application of these tech nologies. With the increased emphasis on training throughout the alliance, Panel 8, during its April 1991 meeting decided to continue with Phase II of this RSG focusing in the area of advanced training technologies that were emerging within the alliance. In order to ac complish its mission, the RSG held a series of workshops. Leaders in technology and training were brought together and exchanged information on the latest developments in technologies applicable to training and education. This volume represents the last in a se ries based on the NATO workshops. In Part One, it details findings from the last work shop, Virtual Reality for Training; and in Part Two, we provide a summary perspective on Virtual Reality and the other emerging technologies previously studied. These include computer-based training, expert systems, authoring systems, cost-effectiveness, and dis tance learning. It is a natural extension to proceed from learning without boundaries to virtual envi ronments. From the extended classroom to the individual or team immersion in a distrib uted, virtual, and collaborative environment is an easy conceptual step.

Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do

Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do
Author :
Publisher : W. W. Norton & Company
Total Pages : 217
Release :
ISBN-10 : 9780393253702
ISBN-13 : 0393253708
Rating : 4/5 (02 Downloads)

Synopsis Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do by : Jeremy Bailenson

“If you want to understand the most immersive new communications medium to come along since cinema… I’d suggest starting with Mr. Bailenson’s [book].” —Wall Street Journal Virtual reality is able to effectively blur the line between reality and illusion, granting us access to any experience imaginable. These experiences, ones that the brain is convinced are real, will soon be available everywhere. In Experience on Demand, Jeremy Bailenson draws upon two decades spent researching the psychological effects of VR to help readers understand its upsides and possible downsides. He offers expert guidelines for interacting with VR, and describes the profound ways this technology can be put to use to hone our performance, help us recover from trauma, improve our learning, and even enhance our empathic and imaginative capacities so that we treat others and ourselves better.

Virtual Reality in Higher Education

Virtual Reality in Higher Education
Author :
Publisher : Rowman & Littlefield
Total Pages : 137
Release :
ISBN-10 : 9781475861303
ISBN-13 : 1475861303
Rating : 4/5 (03 Downloads)

Synopsis Virtual Reality in Higher Education by : Darrel W. Staat

Virtual Reality in Higher Education: Instruction for the Digital Age brings to the foreground how Virtual Reality, using headsets in educational and training programs, is already beginning to be used in higher education. The book is the result of research to determine where and how virtual reality is being used in higher education, recruitment, and athletics. The book cites specific examples and methods used in teaching, training, and recruitment that would be of interest to faculty and administrators in community colleges and universities. The book is written to help faculty to understand the potential of VR for education, administrators to see possibilities for student recruitment, and athletic directors and sports program coaches to determine the advantage of new avenues for successful training. It is critical that faculty and administrators investigate the potential of VR for teaching, learning, recruitment, and athletics. This technology provides an immersive method that could create serious changes in how faculty teach, students learn, institutions recruit, and athletic programs train.

The VR Book

The VR Book
Author :
Publisher : Morgan & Claypool
Total Pages : 637
Release :
ISBN-10 : 9781970001136
ISBN-13 : 1970001135
Rating : 4/5 (36 Downloads)

Synopsis The VR Book by : Jason Jerald

This is a strong foundation of human-centric virtual reality design for anyone and everyone involved in creating VR experiences. Without a clear understanding of the human side of virtual reality (VR), the experience will always fail. The VR Book bridges this gap by focusing on human-centered design. Creating compelling VR applications is an incredibly complex challenge. When done well, these experiences can be brilliant and pleasurable, but when done badly, they can result in frustration and sickness. Whereas limitations of technology can cause bad VR execution, problems are oftentimes caused by a lack of understanding human perception, interaction, design principles, and real users. This book focuses on the human elements of VR, such as how users perceive and intuitively interact with various forms of reality, causes of VR sickness, creating useful and pleasing content, and how to design and iterate upon effective VR applications. This book is not just for VR designers, it is for managers, programmers, artists, psychologists, engineers, students, educators, and user experience professionals. It is for the entire VR team, as everyone contributing should understand at least the basics of the many aspects of VR design. The industry is rapidly evolving, and The VR Book stresses the importance of building prototypes, gathering feedback, and using adjustable processes to efficiently iterate towards success. It contains extensive details on the most important aspects of VR, more than 600 applicable guidelines, and over 300 additional references.

Virtual Reality Therapy for Anxiety

Virtual Reality Therapy for Anxiety
Author :
Publisher : Routledge
Total Pages : 250
Release :
ISBN-10 : 9781000473803
ISBN-13 : 1000473805
Rating : 4/5 (03 Downloads)

Synopsis Virtual Reality Therapy for Anxiety by : Elizabeth McMahon

Practical, down to earth, clearly written, and easy for therapists to understand and apply, Virtual Reality Therapy for Anxiety is a useful guide for any clinician treating anxiety, regardless of setting (in-office or via telehealth), theoretical orientation, or level of training. Written by an experienced psychologist who has used multiple VR systems since 2010, it’s the only up to date, clinically informed, evidence-based training manual available. Easy-to-understand concepts and diagrams explain anxiety and its treatment, and the book incorporates research findings and clinical expertise. VRT is described step by step with multiple case examples, and an extended case-vignette chapter presents a session-by-session treatment protocol of a complex case with transcript excerpts. Key findings and quotations from research are also presented. After completing the guide, therapists and other mental health professionals will understand the unique clinical benefits of VR, be prepared to use VR in therapy comfortably and effectively either in the office or remotely, and will have expertise in a new, needed, and empirically validated treatment for a common clinical problem.

The Year in Tech 2022: The Insights You Need from Harvard Business Review

The Year in Tech 2022: The Insights You Need from Harvard Business Review
Author :
Publisher : Harvard Business Press
Total Pages : 78
Release :
ISBN-10 : 9781647821760
ISBN-13 : 1647821762
Rating : 4/5 (60 Downloads)

Synopsis The Year in Tech 2022: The Insights You Need from Harvard Business Review by : Harvard Business Review

A year of HBR's essential thinking on tech—all in one place. From quantum computing and next-generation digital health tools to virtual reality training and the dawn of the commercial space age, new technologies are reshaping business on the factory floor and in the C-suite. What should you and your company be doing now to take advantage of the new opportunities these technologies are creating—and avoid falling victim to disruption? The Year in Tech 2022: The Insights You Need from Harvard Business Review will help you understand what the latest and most important tech innovations mean for your organization and how you can use them to compete and win in today's turbulent business environment. Business is changing. Will you adapt or be left behind? Get up to speed and deepen your understanding of the topics that are shaping your company's future with the Insights You Need from Harvard Business Review series. Featuring HBR's smartest thinking on fast-moving issues—blockchain, cybersecurity, AI, and more—each book provides the foundational introduction and practical case studies your organization needs to compete today and collects the best research, interviews, and analysis to get it ready for tomorrow. You can't afford to ignore how these issues will transform the landscape of business and society. The Insights You Need series will help you grasp these critical ideas—and prepare you and your company for the future.

Surgical Scene Generation for Virtual Reality-Based Training in Medicine

Surgical Scene Generation for Virtual Reality-Based Training in Medicine
Author :
Publisher : Springer Science & Business Media
Total Pages : 179
Release :
ISBN-10 : 9781848001077
ISBN-13 : 184800107X
Rating : 4/5 (77 Downloads)

Synopsis Surgical Scene Generation for Virtual Reality-Based Training in Medicine by : Matthias Harders

This reference book is for anyone involved in generating surgical training scenarios, as well as in VR-based training in general. It examines the main components required to define a scenario, in the context of surgical scene generation: Generation of the scene geometry; modelling of organ appearance; definition of biomechanical parameters. The book is the ideal reference for any reader involved in generating training scenarios, as well as in VR-based training in general.

Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education

Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education
Author :
Publisher : IGI Global
Total Pages : 404
Release :
ISBN-10 : 9781799850441
ISBN-13 : 1799850447
Rating : 4/5 (41 Downloads)

Synopsis Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education by : Akcayir, Gokce

Augmented reality (AR) and virtual reality (VR) provide flexibility in education and have become widely used for the promotion of multimedia learning. This use coincides with mobile devices becoming prevalent, VR devices becoming more affordable, and the creation of user-friendly software that allows the development of AR/VR applications by non-experts. However, because the integration of AR and VR into education is a fairly new practice that is only in its initial stage, these processes and outcomes need to be improved. Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education is an essential research book that presents current practices and procedures from different technology-implementation stages (design, deployment, and evaluation) to help educators use AR/VR applications in their own teaching practices. The book provides comprehensive information on AR and VR applications in different educational settings from various perspectives including but not limited to mobile learning, formal/informal learning, and integration strategies with practical and/or theoretical implications. Barriers and challenges to their implementation that are currently faced by educators are also addressed. This book is ideal for academicians, instructors, curriculum designers, policymakers, instructional designers, researchers, education professionals, practitioners, and students.

Learning Virtual Reality

Learning Virtual Reality
Author :
Publisher : "O'Reilly Media, Inc."
Total Pages : 171
Release :
ISBN-10 : 9781491922804
ISBN-13 : 149192280X
Rating : 4/5 (04 Downloads)

Synopsis Learning Virtual Reality by : Tony Parisi

Annotation Get an introduction to the technologies, tools, and techniques for programming virtual reality on the latest generation of desktop and mobile VR hardware. With this hands-on guide, you'll learn essential development and production concepts, including UI design, stereo rendering, 3D input, and programming VR applications for native desktop, mobile and the web. You don't have to be a game development wizard or have 3D graphics experience to get started. If you have basic programming skills and some familiarity with mobile development, this book will help you gain a working knowledge of virtual reality through clear and simple examples.