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Cases on immersive virtual reality t...
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Yang, Kenneth C. C.,
Cases on immersive virtual reality techniques
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Cases on immersive virtual reality techniques/ Kenneth C.C. Yang, editor.
other author:
Yang, Kenneth C. C.,
Published:
Hershey, Pennsylvania :IGI Global, : 2018.,
Description:
1 online resource (xxxi, 349 p.)
Subject:
Virtual reality. -
Online resource:
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-5912-2
ISBN:
9781522559139 (e-book)
Cases on immersive virtual reality techniques
Cases on immersive virtual reality techniques
[electronic resource] /Kenneth C.C. Yang, editor. - Hershey, Pennsylvania :IGI Global,2018. - 1 online resource (xxxi, 349 p.)
Includes bibliographical references and index.
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.
Restricted to subscribers or individual electronic text purchasers.
"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"--Provided by publisher.
ISBN: 9781522559139 (e-book)Subjects--Topical Terms:
563678
Virtual reality.
LC Class. No.: QA76.9.C65 / C376 2018e
Dewey Class. No.: 006.8
Cases on immersive virtual reality techniques
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Kenneth C.C. Yang, editor.
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IGI Global,
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1 online resource (xxxi, 349 p.)
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Includes bibliographical references and index.
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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.
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Restricted to subscribers or individual electronic text purchasers.
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"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"--Provided by publisher.
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http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-5912-2
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