Language:
English
繁體中文
Help
圖資館首頁
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Cases on immersive virtual reality t...
~
Yang, Kenneth C. C.,
Cases on immersive virtual reality techniques
Record Type:
Electronic resources : Monograph/item
Title/Author:
Cases on immersive virtual reality techniquesKenneth 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:
184391
Virtual reality.
LC Class. No.: QA76.9.C65 / C376 2018e
Dewey Class. No.: 006.8
Cases on immersive virtual reality techniques
LDR
:02728nmm a2200277 a 4500
001
560166
003
IGIG
005
20191023151132.0
006
m o d
007
cr cn
008
200109s2018 pau fob 001 0 eng d
010
$z
2017059211
020
$a
9781522559139 (e-book)
020
$a
9781522559122 (hardback)
035
$a
(OCoLC)1090787038
035
$a
1081021312
040
$a
CaBNVSL
$b
eng
$c
CaBNVSL
$d
CaBNVSL
050
0 0
$a
QA76.9.C65
$b
C376 2018e
082
0 0
$a
006.8
$2
23
245
0 0
$a
Cases on immersive virtual reality techniques
$h
[electronic resource] /
$c
Kenneth C.C. Yang, editor.
260
$a
Hershey, Pennsylvania :
$b
IGI Global,
$c
2018.
300
$a
1 online resource (xxxi, 349 p.)
504
$a
Includes bibliographical references and index.
505
0
$a
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.
506
$a
Restricted to subscribers or individual electronic text purchasers.
520
3
$a
"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.
650
0
$a
Virtual reality.
$3
184391
700
1
$a
Yang, Kenneth C. C.,
$e
editor.
$3
843824
856
4 0
$u
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-5912-2
based on 0 review(s)
ALL
電子館藏
Items
1 records • Pages 1 •
1
Inventory Number
Location Name
Item Class
Material type
Call number
Usage Class
Loan Status
No. of reservations
Opac note
Attachments
000000172237
電子館藏
1圖書
電子書
EB QA76.9.C65 C376 2018 2018
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Multimedia file
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-5912-2
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login