EBookClubs

Read Books & Download eBooks Full Online

EBookClubs

Read Books & Download eBooks Full Online

Book The Thousand Faces of Virtual Reality

Download or read book The Thousand Faces of Virtual Reality written by Cecília Sík Lányi and published by BoD – Books on Demand. This book was released on 2014-11-26 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Reality (VR) has thousand faces. Why? Because from the moment of VRs birth we use it in every field of our life. VR is based on the development of information technology, computer graphics, and strong high speed hardware. VR has high impact not only on research but on our daily living as well. This book has an aim to present applications, trends and newest development in three main disciplines: health sector, education and industry. In this book several new applications are presented in three sections. The first part of the book deals with health care applications. It is followed by a literature review of Augmented Reality (AR). The second section contains industry field education disciplines. The last part shows several industry applications and research. This book will be useful for researchers, engineers and students.

Book Narrative as Virtual Reality 2

Download or read book Narrative as Virtual Reality 2 written by Marie-Laure Ryan and published by JHU Press. This book was released on 2015-12-01 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rethinking textuality, mimesis, and the cognitive processing of texts in light of new modes of artistic world construction. Winner of the Aldo and Jeanne Scaglione Prize for Comparative Literary Studies from the Modern Language Association of America Is there a significant difference between engagement with a game and engagement with a movie or novel? Can interactivity contribute to immersion, or is there a trade-off between the immersive “world” aspect of texts and their interactive “game” dimension? As Marie-Laure Ryan demonstrates in Narrative as Virtual Reality 2, the questions raised by the new interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions. Approaching the idea of virtual reality as a metaphor for total art, Ryan applies the concepts of immersion and interactivity to develop a phenomenology of narrative experience that encompasses reading, watching, and playing. The book weighs traditional literary narratives against the new textual genres made possible by the electronic revolution of the past thirty years, including hypertext, electronic poetry, interactive drama, digital installation art, computer games, and multi-user online worlds like Second Life and World of Warcraft. In this completely revised edition, Ryan reflects on the developments that have taken place over the past fifteen years in terms of both theory and practice and focuses on the increase of narrativity in video games and its corresponding loss in experimental digital literature. Following the cognitive approaches that have rehabilitated immersion as the product of fundamental processes of world-construction and mental simulation, she details the many forms that interactivity has taken—or hopes to take—in digital texts, from determining the presentation of signs to affecting the level of story.

Book 3D Physical and Virtual Models in Fetal Medicine

Download or read book 3D Physical and Virtual Models in Fetal Medicine written by Heron Werner and published by Springer Nature. This book was released on 2023-05-26 with total page 197 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technological innovations accompanying advances in medicine have given rise to the possibility of obtaining better-defined fetal images that assist in medical diagnosis and contribute toward genetic counseling offered to parents during the prenatal care. 3D printing is an emerging technique with a variety of medical applications such as surgical planning, biomedical research and medical education. Clinical Relevance: 3D physical and virtual models from ultrasound and magnetic resonance imaging have been used for educational, multidisciplinary discussion and plan therapeutic approaches. The authors describe techniques that can be applied at different stages of pregnancy and constitute an innovative contribution to research on fetal abnormalities. We will show that physical models in fetal medicine can help in the tactile and interactive study of complex abnormalities in multiple disciplines. They may also be useful for prospective parents because a 3D physical model with the characteristics of the fetus should allow a more direct emotional connection to their unborn child.

Book Developing and Utilizing Digital Technology in Healthcare for Assessment and Monitoring

Download or read book Developing and Utilizing Digital Technology in Healthcare for Assessment and Monitoring written by Andreas Charalambous and published by Springer Nature. This book was released on 2021-01-05 with total page 157 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book discusses the current trends in nursing and healthcare in relation to the integration of information technological interventions across the care continuum. The use of such interventions in healthcare has increased rapidly in recent years, partly due to the rise in technological gadgets/applications used in daily routines (e.g. actigraphy bracelets, smartphones) and their unique properties that can be utilized in assessing, monitoring and managing a patient’s condition remotely. This book highlights the areas and the ways in which these interventions can facilitate patient assessment and monitoring and complement conventional treatments in the management of disease-induced or treatment-induced side effects. Furthermore, the book describes the development of such interventions and examines how they are designed to promote adherence and acceptance by the user. To this end, the book also discusses the need for personalizing the technological experience according to the user’s preferences and needs. Drawing on the latest studies in these areas, it not only provides suggestions for undertaking research in this context, but also offers insights into how these technologies impact patients’ clinical outcomes. Lastly, it addresses the challenges of utilizing such technologies and future directions. Providing multiple perspectives on the topic, the book appeals to a wide range of readers, including nurses, clinicians, researchers, technology experts and students, making them familiar with a broad selection of technological interventions and their application in clinical practice. Moreover, it highlights the factors that need to be considered in the development (and testing) of future interventions, in particular in nursing, and provides inspiration for future studies.

Book Applications of Virtual and Augmented Reality for Health and Wellbeing

Download or read book Applications of Virtual and Augmented Reality for Health and Wellbeing written by Hiran, Kamal Kant and published by IGI Global. This book was released on 2024-04-04 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: The convergence of Augmented Reality (AR) and Virtual Reality (VR) has transcended the boundaries of gaming and entertainment, emerging as tools in healthcare and wellbeing. At the heart of recent research-driven exploration lies the recognition of a critical gap in healthcare education. However, amid the promising potential of AR and VR, a need for more comprehensive research has thus far limited the capacity of these technologies to optimize physical, psychological, and social wellbeing. Through the ingenious use of AR, Applications of Virtual and Augmented Reality for Health and Wellbeing spotlights the fusion of virtual learning experiences with tangible real-world scenarios, addressing the educational challenges that have long hindered the development of effective healthcare competencies. This book embarks on an academic journey into this transformative landscape, delving into the intricate tapestry of AR and VR technologies and their applications. It unfurls an inclusive discourse encompassing accessibility considerations, the integration of artificial intelligence within AR/VR paradigms, cross-disciplinary applications, and tangible real-world use cases that underscore the transformational impact of these technologies. As a compendium of solutions to real-world challenges, the book channels the collective wisdom of researchers, offering an invaluable reference guide to professionals at the vanguard of AR/VR innovation. Distinguished voices from academia, industry, and gaming converge within the pages, catering to an eclectic audience, including research scholars, educators, industry practitioners, and gaming enthusiasts.

Book An Introduction to Cyberpsychology

Download or read book An Introduction to Cyberpsychology written by Irene Connolly and published by Routledge. This book was released on 2016-03-17 with total page 415 pages. Available in PDF, EPUB and Kindle. Book excerpt: An Introduction to Cyberpsychology is the first book to provide a student-oriented introduction to this rapidly growing and increasingly studied topic. It is designed to encourage students to critically evaluate the psychology of online interactions, and to develop appropriate research methodologies to complete their own work in this field. The book is comprised of four main sections: An overview of cyberpsychology and online research methodologies Social psychology in an online context The practical applications of cyberpsychology The psychological aspects of other technologies. Each chapter includes: Explanations of key terms and a glossary to facilitate understanding Content summaries to aid student learning Activity boxes, discussion questions and recommended reading to guide further study. Further resources for students and instructors are available on the book’s companion website, including audio and video links, essay questions, a multiple-choice test bank, and PowerPoint lecture slides. Uniquely combining a survey of the field with a focus on the applied areas of psychology, the book is designed to be a core text for undergraduate modules in cyberpsychology and the psychology of the internet, and a primer for students of postgraduate programs in cyberpsychology.

Book Reality   Virtual Worlds and the Problems of Philosophy

Download or read book Reality Virtual Worlds and the Problems of Philosophy written by David J. Chalmers and published by W. W. Norton & Company. This book was released on 2022-01-25 with total page 544 pages. Available in PDF, EPUB and Kindle. Book excerpt: A leading philosopher takes a mind-bending journey through virtual worlds, illuminating the nature of reality and our place within it. Virtual reality is genuine reality; that’s the central thesis of Reality+. In a highly original work of “technophilosophy,” David J. Chalmers gives a compelling analysis of our technological future. He argues that virtual worlds are not second-class worlds, and that we can live a meaningful life in virtual reality. We may even be in a virtual world already. Along the way, Chalmers conducts a grand tour of big ideas in philosophy and science. He uses virtual reality technology to offer a new perspective on long-established philosophical questions. How do we know that there’s an external world? Is there a god? What is the nature of reality? What’s the relation between mind and body? How can we lead a good life? All of these questions are illuminated or transformed by Chalmers’ mind-bending analysis. Studded with illustrations that bring philosophical issues to life, Reality+ is a major statement that will shape discussion of philosophy, science, and technology for years to come.

Book Defying Reality

Download or read book Defying Reality written by David M. Ewalt and published by Penguin. This book was released on 2018-07-17 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: A fascinating exploration of the history, development, and future of virtual reality, a technology with world-changing potential, written by award-winning journalist and author David Ewalt, stemming from his 2015 Forbes cover story about the Oculus Rift and its creator Palmer Luckey. You’ve heard about virtual reality, seen the new gadgets, and read about how VR will be the next big thing. But you probably haven’t yet realized the extent to which this technology will change the way we live. We used to be bound to a physical reality, but new immersive computer simulations allow us to escape our homes and bodies. Suddenly anyone can see what it’s like to stand on the peak of Mount Everest. A person who can’t walk can experience a marathon from the perspective of an Olympic champion. And why stop there? Become a dragon and fly through the universe. But it’s not only about spectacle. Virtual and augmented reality will impact nearly every aspect of our lives—commerce, medicine, politics—the applications are infinite. It may sound like science fiction, but this vision of the future drives billions of dollars in business and is a top priority for such companies as Facebook, Google, and Sony. Yet little is known about the history of these technologies. In Defying Reality, David M. Ewalt traces the story from ancient amphitheaters to Cold War military laboratories, through decades of hype and failure, to a nineteen-year-old video game aficionado who made the impossible possible. Ewalt looks at how businesses are already using this tech to revolutionize the world around us, and what we can expect in the future. Writing for a mainstream audience as well as for technology enthusiasts, Ewalt offers a unique perspective on VR. With firsthand accounts and on-the-ground reporting, Defying Reality shows how virtual reality will change our work, our play, and the way we relate to one another.

Book Computers and Games for Mental Health and Well Being

Download or read book Computers and Games for Mental Health and Well Being written by Yasser Khazaal and published by Frontiers Media SA. This book was released on 2018-07-12 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?

Book Virtual Reality Narratives

    Book Details:
  • Author : Kath Dooley
  • Publisher : Springer Nature
  • Release :
  • ISBN : 3031649656
  • Pages : 252 pages

Download or read book Virtual Reality Narratives written by Kath Dooley and published by Springer Nature. This book was released on with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Virtual Reality

    Book Details:
  • Author : Melanie Chan
  • Publisher : Bloomsbury Publishing USA
  • Release : 2015-07-30
  • ISBN : 1501308645
  • Pages : 217 pages

Download or read book Virtual Reality written by Melanie Chan and published by Bloomsbury Publishing USA. This book was released on 2015-07-30 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: The idea of virtual realities has a long and complex historical trajectory, spanning from Plato's concept of the cave and the simulacrum, to artistic styles such as Trompe L'oeil, and more recently developments in 3D film, television and gaming. However, this book will pay particular attention to the time between the 1980s to the 1990s when virtual reality and cyberspace were represented, particularly in fiction, as a wondrous technology that enabled transcendence from the limitations of physical embodiment. The purpose of this critical historical analysis of representations of virtual reality is to examine how they might deny, repress or overlook embodied experience. Specifically, the author will contend that embodiment is a fundamental aspect of immersion in virtual reality, rather than something which is to be transcended. In this way, the book aims to challenge distorted ideas about transcendence and productively contribute to debates about embodiment and technology.

Book Screenwriting for Virtual Reality

Download or read book Screenwriting for Virtual Reality written by Kath Dooley and published by Springer Nature. This book was released on 2024 with total page 329 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Transforming Virtual World Learning

Download or read book Transforming Virtual World Learning written by Charles Wankel and published by Emerald Group Publishing. This book was released on 2011-09-28 with total page 399 pages. Available in PDF, EPUB and Kindle. Book excerpt: A practical guide on how to transform your ideas from virtual world course ware to virtual world learning experiences. It argues that setting up learning in 3D virtual worlds requires a transformative approach.

Book Storytelling for Virtual Reality

Download or read book Storytelling for Virtual Reality written by John Bucher and published by Taylor & Francis. This book was released on 2017-07-06 with total page 346 pages. 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

Book Learning and Career Development in Neurosurgery

Download or read book Learning and Career Development in Neurosurgery written by Ahmed Ammar and published by Springer Nature. This book was released on 2022-09-24 with total page 431 pages. Available in PDF, EPUB and Kindle. Book excerpt: The neurosurgical, surgical and medical training and practice models have to keep up with the technological revolution in the 21st Century as our lives changed on a swift base. Making bioethics and metacognition a cornerstone in medical education and practice will flourish our humane societies. Metacognition is thinking about one’s thinking, to plan, monitor and assess one’s understanding and performance. By adherence to medical ethics and Values-Based Medicine (VsBM) as guiding principles, we can develop benevolent medical practice. To enhance knowledge application, skills, and character qualities in realms beyond the immediate context in which they were learned. In this book, we developed a framework on how to evolve medical education and training by utilizing hi-tech. We divided the book into five principal components; Current and traditional root analysis of the learning process, Ethics and metacognition of education, learning and career development, Obstacles, difficulties and setbacks in learning and career development process, Learning in the digital era, and Mentorship. The author believes we are entering a new era of information technology, which will have a significant impact on the education, sciences, strategies and philosophy. Therefore, in preparation for this colossal transformation, the author brings together the best brains in the neurosurgical field from around the globe. Twenty distinguished Professors of Neurosurgery and educators from Canada, the USA, Colombia, the UK, Italy, the Netherland, India, Japan, China, Rwanda, Egypt and Saudi Arabia gathered their experiences and thoughts in this book to shade light on an evolving world that will be the norm in near future.

Book Virtual Storytelling  Using Virtual Reality Technologies for Storytelling

Download or read book Virtual Storytelling Using Virtual Reality Technologies for Storytelling written by Gérard Subsol and published by Springer. This book was released on 2005-11-03 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 1st International Conference on Virtual Storytelling took place on September 27–28, 2001, in Avignon (France) in the prestigious Popes’ Palace. Despite the tragic events of September 11 that led to some last-minute cancellations, nearly 100 people from 14 different countries attended the 4 invited lectures given by international experts, the 13 scientific talks and the 6 scientific demonstrations. Virtual Storytelling 2003 was held on November 20–21, 2003, in Toulouse (France) in the Modern and Contemporary Art Museum “Les Abattoirs.” One hundred people from 17 different countries attended the conference composed of 3 invited lectures, 16 scientific talks and 11 posters/demonstrations. Since autumn 2003, there has been strong collaboration between the two major virtual/digital storytelling conference series in Europe: Virtual Storytelling and TIDSE (Technologies for Interactive Digital Storytelling and Entertainment). Thus the conference chairs of TIDSE and Virtual Storytelling decided to establish a 2 year turnover for both conferences and to join the respective organizers in the committees. For the third edition of Virtual Storytelling, the Organization Committee chose to extend the conference to 3 days so that more research work and applications could be be presented, to renew the Scientific and Application Board, to open the conference to new research or artistic communities, and to call for the submission of full papers and no longer only abstracts so as to make a higher-level selection.

Book Virtual Storytelling  Using Virtual Reality Technologies for Storytelling

Download or read book Virtual Storytelling Using Virtual Reality Technologies for Storytelling written by Olivier Balet and published by Springer. This book was released on 2003-11-24 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Second International Conference on Virtual Storytelling, ICVS 2003, held in Toulouse, France in November 2003. The 27 revised full papers presented together with 3 invited papers were carefully reviewed and selected for presentation. The papers are organized in topical sections on real-time technologies, narrativity and authoring, mediation and interface, virtual characters, mixed reality, and applications.