Learning Virtual Reality

Learning Virtual Reality PDF
Author: Tony Parisi
Publisher: "O'Reilly Media, Inc."
ISBN: 149192280X
Size: 53.65 MB
Format: PDF, ePub, Mobi
Category : COMPUTERS
Languages : en
Pages : 166
View: 828

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As virtual reality approaches mainstream consumer use, a vibrant development ecosystem has emerged in the past few years. This hands-on guide takes you through VR development essentials for desktop, mobile, and browser-based applications. You’ll explore the three go-to platforms—OculusVR, Gear VR, and Cardboard VR—as well as several VR development environments, programming tools, and techniques. If you’re an experienced programmer familiar with mobile development, this book will help you gain a working knowledge of VR development through clear and simple examples. Once you create a complete application in the final chapter, you’ll have a jumpstart on the next major entertainment medium. Learn VR basics for UI design, 3D graphics, and stereo rendering Explore Unity3D, the current development choice among game engines Create native applications for desktop computers with the Oculus Rift Develop mobile applications for Samsung’s Gear VR with the Android and Oculus Mobile SDKs Build browser-based applications with the WebVR Javascript API and WebGL Create simple and affordable mobile apps for any smartphone with Google’s Cardboard VR Bring everything together to build a 360-degree panoramic photo viewer

Emerging Tools And Applications Of Virtual Reality In Education

Emerging Tools and Applications of Virtual Reality in Education PDF
Author: Choi, Dong Hwa
Publisher: IGI Global
ISBN: 1466698381
Size: 14.54 MB
Format: PDF, Mobi
Category : Education
Languages : en
Pages : 360
View: 3234

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Virtual reality is the next frontier of communication. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. It only follows that to educate and stimulate the next generation of industry leaders, one must use the most innovative tools available. By coupling education with the most immersive technology available, teachers may inspire students in exciting new ways. Emerging Tools and Applications of Virtual Reality in Education explores the potential and practical uses of virtual reality in classrooms with a focus on pedagogical and instructional outcomes and strategies. This title features current experiments in the use of augmented reality in teaching and highlights the effects it had on students. The authors also illustrate the use of technology in teaching the humanities, as students well-rounded in the fields of technology and communication are covetable in the workforce. This book will inspire educators, administrators, librarians, students of education, and virtual reality software developers to push the limits of their craft.

Virtual Reality In Education Breakthroughs In Research And Practice

Virtual Reality in Education  Breakthroughs in Research and Practice PDF
Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1522581804
Size: 40.30 MB
Format: PDF, Docs
Category : Computers
Languages : en
Pages : 845
View: 3057

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Modern technology has infiltrated many facets of society, including educational environments. Through the use of virtual learning, educational systems can become more efficient at teaching the student population and break down cost and distance barriers to reach populations that traditionally could not afford a good education. Virtual Reality in Education: Breakthroughs in Research and Practice is an essential reference source on the uses of virtual reality in K-12 and higher education classrooms with a focus on pedagogical and instructional outcomes and strategies. Highlighting a range of pertinent topics such as immersive virtual learning environments, virtual laboratories, and distance education, this publication is an ideal reference source for pre-service and in-service teachers, school administrators, principles, higher education faculty, K-12 instructors, policymakers, and researchers interested in virtual reality incorporation in the classroom.

The Cambridge Handbook Of Multimedia Learning

The Cambridge Handbook of Multimedia Learning PDF
Author: Richard Mayer
Publisher: Cambridge University Press
ISBN: 9780521838733
Size: 15.14 MB
Format: PDF, Docs
Category : Education
Languages : en
Pages : 663
View: 5605

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This 2005 book constitutes comprehensive coverage of research and theory in the field of multimedia learning.

Medicine Meets Virtual Reality 11

Medicine Meets Virtual Reality 11 PDF
Author: James D. Westwood
Publisher: John Wiley & Sons
ISBN: 9784274905704
Size: 64.21 MB
Format: PDF, Docs
Category : Computer simulation
Languages : en
Pages : 422
View: 3279

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Virtual Learning And Higher Education

Virtual Learning and Higher Education PDF
Author: David Seth Preston
Publisher: Rodopi
ISBN: 9789042011298
Size: 42.86 MB
Format: PDF, Kindle
Category : History
Languages : en
Pages : 182
View: 4099

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It is clear that the Internet and other global information infrastructures provide a major challenge to Higher Education. Questions such as: the extent to which education should become 'virtual', the actual cost and value of such innovation and to what degree such education suits its stakeholders (e.g. students) are now discussed the world over. These issues formed the focus for a conference held at Mansfield College, Oxford in September 2002 and this book contains the most rounded and challenging papers from that event. The book is divided into three main parts which consist of the following themes within Higher Education: current practical and planned uses for Virtual Learning; the future 'Virtual' vision; and the large questions that remain unanswered behind 'Virtual Education'. The contributors range from the nerdy end of experimenters of futuristic innovative technologies via the practitioner middle of well-known organizers of existing virtual systems to the other extreme of the critical engagement of philosophers. This stimulating and important book is aimed at researchers of topics such as technology-driven Education, Philosophy, Innovation and Cultural Studies. It is also meant to appeal to anyone with interest in the impact that the technological virtual will have upon Higher Education in future.

Virtual Reality Training S Future

Virtual Reality  Training   s Future  PDF
Author: Robert J. Seidel
Publisher: Springer Science & Business Media
ISBN: 9780306454868
Size: 37.69 MB
Format: PDF, Mobi
Category : Computers
Languages : en
Pages : 222
View: 2551

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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.

Edutainment Technologies Educational Games And Virtual Reality Augmented Reality Applications

Edutainment Technologies  Educational Games and Virtual Reality Augmented Reality Applications PDF
Author: Maiga Chang
Publisher: Springer Science & Business Media
ISBN: 3642234550
Size: 74.88 MB
Format: PDF, Docs
Category : Education
Languages : en
Pages : 560
View: 4547

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This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.

Medicine Meets Virtual Reality 2001

Medicine Meets Virtual Reality 2001 PDF
Author: James D. Westwood
Publisher: IOS Press
ISBN: 9781586031435
Size: 28.41 MB
Format: PDF, Kindle
Category : Medical
Languages : en
Pages : 609
View: 7710

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Anatomical Accuracy in Medical 3D Modeling

What Connected Educators Do Differently

What Connected Educators Do Differently PDF
Author: Todd Whitaker
Publisher: Routledge
ISBN: 1000039293
Size: 13.14 MB
Format: PDF, Mobi
Category : Education
Languages : en
Pages : 176
View: 1690

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Todd Whitaker, Jeffrey Zoul, and Jimmy Casas are widely acclaimed experts on teaching and leading and are pioneers in the education twitterverse, and now they are sharing their best practices! In What Connected Educators Do Differently, they show how being a connected educator—by using social media to connect with peers across the country and even across the globe—will greatly enhance your own learning and your success in a school or classroom. You’ll find out how to create a personal and professional learning network to share resources and ideas, gain support, and make an impact on others. By customizing your professional development in this way, you’ll be able to learn what you want, how you want, when you want. Best of all, you’ll become energized and inspired by all the great ideas out there and how you can contribute, benefiting both you and your students. Whether you are a teacher or school leader, you will come away from this book with step-by-step advice and fresh ideas to try immediately. Being a connected educator has never been easier or more important than it is right now!

Virtual Augmented Reality And Serious Games For Healthcare 1

Virtual  Augmented Reality and Serious Games for Healthcare 1 PDF
Author: Minhua Ma
Publisher: Springer Science & Business
ISBN: 3642548164
Size: 68.85 MB
Format: PDF, ePub, Mobi
Category : Computers
Languages : en
Pages : 568
View: 3740

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There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.