Virtual Reality and Virtual Worlds
Reference documents in Virtual Reality and Virtual Worlds.
Documents in Virtual Reality and Virtual Worlds
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The heyday of location-based Augmented Reality (AR) games is upon us. They have been around for a few years, but the release of Pokemon Go was a gamechanger that catalyzed the market and led to a massive surge in demand.
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This book is the most comprehensive treatment of Virtual World design to-date from one of the true pioneers and most sought-after design consultants. It's a tour de force of VW design, stunning in intellectual scope, spanning the literary, economic, sociological, psychological, physical, technological, and ethical underpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.
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This book takes the design of places for education, entertainment, online communities, business, and cultural activities in 3D Virtual World to a new level. The place metaphor provides a rich source of styles and examples for designing in 3D virtual worlds.
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This book explores the many opportunities that Virtual Reality (VR) can offer for humanities and social sciences researchers. The book provides a user-friendly, non-technical methods guide to using ready-made VR content and 360° video as well as creating custom materials.
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This open access book offers a timely snapshot of Augmented Reality (AR) technology, with an emphasis on its application within the mechanical and manufacturing engineering domains, for both educational and industrial purposes.
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At present, the Virtual Reality has impact on information organization and management and even changes design principle of information systems, which will make it adapt to application requirements. The book aims to provide a broader perspective of virtual reality on development and application.
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Like Virtual Reality (VR), Augmented Reality (AR) is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays.
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This free VR book covers the fundamentals of Virtual Reality systems, including geometric modeling, transformations, graphical rendering, optics, the human vision, auditory, and vestibular systems, tracking systems, interface design, human factors, developer recommendations, and technological issues.
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Like Virtual Reality (VR), Augmented Reality (AR) is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays.