Advances in VR Technology
Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality can include entertainment (i.e. video games) and educational purposes (i.e. medical or military training). Other, distinct types of VR style technology include augmented reality and mixed reality.
Currently standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology.
Components of the Book:
  • Chapter 1
    Verification of the possibility and effectiveness of experiential learning using HMD‑based immersive VR technologies
  • Chapter 2
    Open data exploration in virtual reality: a comparative study of input technology
  • Chapter 3
    Immersive virtual reality as a pedagogical tool in education: a systematic literature review of quantitative learning outcomes and experimental design
  • Chapter 4
    How to evoke consumer approach intention toward VR stores? Sequential mediation through telepresence and experiential value
  • Chapter 5
    The challenges of using head mounted virtual reality in K-12 schools from a teacher perspective
  • Chapter 6
    Human motion recognition based on SVM in VR art media interaction environment
  • Chapter 7
    Immersive VR Experience of Redeveloped Post-industrial Sites: The Example of “Zeche Holland” in Bochum-Wattenscheid
  • Chapter 8
    The effect of sports VR training for improving human body composition
  • Chapter 9
    Virtual Reality Social Prediction Improvement and Rehabilitation Intensive Training (VR-SPIRIT) for paediatric patients with congenital cerebellar diseases: study protocol of a randomised controlled trial
  • Chapter 10
    From sterile labs to rich VR: Immersive multisensory context critical for odors to induce motivated cleaning behavior
  • Chapter 11
    Creating patient-specific anatomical models for 3D printing and AR/VR: a supplement for the 2018 Radiological Society of North America (RSNA) hands-on course
  • Chapter 12
    Cost-effectiveness analysis of bortezomib in combination with rituximab, cyclophosphamide, doxorubicin, vincristine and prednisone (VR-CAP) in patients with previously untreated mantle cell lymphoma
  • Chapter 13
    VR4Health: Personalized teaching and learning anatomy using VR
  • Chapter 14
    The effectiveness of virtual reality-based technology on anatomy teaching: a meta-analysis of randomized controlled studies
  • Chapter 15
    Effect of predictive sign of acceleration on heart rate variability in passive translation situation: preliminary evidence using visual and vestibular stimuli in VR environment
Readership: Students, academics, teachers and other people attending or interested in VR Technology.
Jasper H. B. de Groot
Jasper H. B. de Groot, Department of Neurology, University of Pennsylvania, Philadelphia, USA

Nicole Wake
Nicole Wake, Center for Advanced Imaging Innovation and Research (CAI2R) and Bernard and Irene Schwartz Center for Biomedical Imaging, Department of Radiology, NYU Langone Health, NYU School of Medicine, New York, USA

Jane Matsumoto
Jane Matsumoto, Department of Radiology, Mayo Clinic, Rochester, MN, USA

Andy M. Christensen
Andy M. Christensen, Department of Radiology, The Ottawa Hospital, Ottawa, Canada

Peter C. Liacouras
Peter C. Liacouras, 3D Medical Applications Center, Walter Reed National Military Medical Center, Bethesda, USA

Cosimo Urgesi
Cosimo Urgesi, Laboratory of Cognitive Neuroscience, Department of Languages and Literatures, Communication, Education and Society, University of Udine, Udine, Italy

and more...
This Book

226pp. Published September 2020

Scientific Research Publishing,Inc.,USA

Category:Computer Science & Communications

ISBN: 978-1-64997-011-4

(Hardcover) USD 99.00

ISBN: 978-1-64997-010-7

(Paperback) USD 69.00

Authors/Editors Price: 40% off
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