Language:
English
繁體中文
Help
回圖書館首頁
手機版館藏查詢
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Applications of Metaverse and virtua...
~
Barry, Dana M.
Linked to FindBook
Google Book
Amazon
博客來
Applications of Metaverse and virtual reality to creative education and industry
Record Type:
Electronic resources : Monograph/item
Title/Author:
Applications of Metaverse and virtual reality to creative education and industry/ edited by Dana M. Barry, Hideyuki Kanematsu.
other author:
Barry, Dana M.
Published:
Singapore :Springer Nature Singapore : : 2025.,
Description:
xvi, 196 p. :ill. (some col.), digital ;24 cm.
[NT 15003449]:
Chapter 1. Creative Education and Its Importance to Industry -- Chapter 2. Social Revolution Accompanying New Technology -- Chapter 3. Introduction to Metaverse with a Focus on Second Life (SL) and Japan's Island there -- Chapter 4. Creative Problem-Based Learning (PBL) Activities Successfully Carried Out in Second Life -- Chapter 5. Building Virtual Worlds for the Video Game Industry -- Chapter 6. Virtual Reality and Architectural Design for Industry -- Chapter 7. Application of Virtual Reality to Medical Education -- Chapter 8. General Information about Virtual Reality Headsets -- Chapter 9. Activities and Results for Individuals Engaging in Creative Lessons using Virtual Reality Headsets -- Chapter 10. Physiological Results Obtained from Individuals Using Virtual Reality (VR) Headsets along with Google Sensor Glasses -- Chapter 11. For the Future: Fusion of Real and Virtual Worlds.
Contained By:
Springer Nature eBook
Subject:
Metaverse. -
Online resource:
https://doi.org/10.1007/978-981-96-3341-8
ISBN:
9789819633418
Applications of Metaverse and virtual reality to creative education and industry
Applications of Metaverse and virtual reality to creative education and industry
[electronic resource] /edited by Dana M. Barry, Hideyuki Kanematsu. - Singapore :Springer Nature Singapore :2025. - xvi, 196 p. :ill. (some col.), digital ;24 cm. - Intelligent systems reference library,v. 2671868-4408 ;. - Intelligent systems reference library ;v. 267..
Chapter 1. Creative Education and Its Importance to Industry -- Chapter 2. Social Revolution Accompanying New Technology -- Chapter 3. Introduction to Metaverse with a Focus on Second Life (SL) and Japan's Island there -- Chapter 4. Creative Problem-Based Learning (PBL) Activities Successfully Carried Out in Second Life -- Chapter 5. Building Virtual Worlds for the Video Game Industry -- Chapter 6. Virtual Reality and Architectural Design for Industry -- Chapter 7. Application of Virtual Reality to Medical Education -- Chapter 8. General Information about Virtual Reality Headsets -- Chapter 9. Activities and Results for Individuals Engaging in Creative Lessons using Virtual Reality Headsets -- Chapter 10. Physiological Results Obtained from Individuals Using Virtual Reality (VR) Headsets along with Google Sensor Glasses -- Chapter 11. For the Future: Fusion of Real and Virtual Worlds.
This book provides excellent examples of metaverse and virtual reality and their unlimited possibilities for education and industry. By examining innovative educational activities in both real and virtual worlds, such as Second Life, SL (a three-dimensional world where avatars perform specific tasks on behalf of us), we get a unique perspective on how these technologies can revolutionize learning and professional practices. Metaverse offers a fully immersive and interconnected virtual environment, enabling individuals to engage in digital experiences that closely resemble real-world interactions, thereby providing limitless possibilities for education and industry. In addition, the chapters cover various key topics, including the integration of virtual reality in creative game design, the use of VR (virtual reality) headsets with sensor glasses for physiological data collection, and the application of VR in fields like architecture and medical education. Artificial Intelligence, Robotics, and Machine Learning (along with other related fields) are also mentioned. In addition, readers will encounter discussions about the future fusion of real and virtual worlds, highlighting the role of Digital Twin Technology and Augmented Reality. The book invites readers to consider critical questions about the implications of these technologies for society and industry. This book is a must-read for students, educators, engineers, and researchers interested in the cutting-edge applications of virtual reality and the metaverse. It serves as a textbook, reference, and practical guide, making it invaluable for academic audiences and professionals seeking to harness the power of these technologies for innovative solutions. Whether you are a professor, scientist, or engineer, or simply curious about the metaverse, avatars, and virtual reality, this book promises to be a rewarding journey into the limitless potential of these technologies for creative education and industry.
ISBN: 9789819633418
Standard No.: 10.1007/978-981-96-3341-8doiSubjects--Topical Terms:
3627392
Metaverse.
LC Class. No.: TK5105.8864
Dewey Class. No.: 006.8
Applications of Metaverse and virtual reality to creative education and industry
LDR
:04020nmm a2200349 a 4500
001
2409180
003
DE-He213
005
20250407224323.0
006
m d
007
cr nn 008maaau
008
260204s2025 si s 0 eng d
020
$a
9789819633418
$q
(electronic bk.)
020
$a
9789819633401
$q
(paper)
024
7
$a
10.1007/978-981-96-3341-8
$2
doi
035
$a
978-981-96-3341-8
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
TK5105.8864
072
7
$a
UYV
$2
bicssc
072
7
$a
COM057000
$2
bisacsh
072
7
$a
UYV
$2
thema
072
7
$a
UYW
$2
thema
082
0 4
$a
006.8
$2
23
090
$a
TK5105.8864
$b
.A652 2025
245
0 0
$a
Applications of Metaverse and virtual reality to creative education and industry
$h
[electronic resource] /
$c
edited by Dana M. Barry, Hideyuki Kanematsu.
260
$a
Singapore :
$b
Springer Nature Singapore :
$b
Imprint: Springer,
$c
2025.
300
$a
xvi, 196 p. :
$b
ill. (some col.), digital ;
$c
24 cm.
490
1
$a
Intelligent systems reference library,
$x
1868-4408 ;
$v
v. 267
505
0
$a
Chapter 1. Creative Education and Its Importance to Industry -- Chapter 2. Social Revolution Accompanying New Technology -- Chapter 3. Introduction to Metaverse with a Focus on Second Life (SL) and Japan's Island there -- Chapter 4. Creative Problem-Based Learning (PBL) Activities Successfully Carried Out in Second Life -- Chapter 5. Building Virtual Worlds for the Video Game Industry -- Chapter 6. Virtual Reality and Architectural Design for Industry -- Chapter 7. Application of Virtual Reality to Medical Education -- Chapter 8. General Information about Virtual Reality Headsets -- Chapter 9. Activities and Results for Individuals Engaging in Creative Lessons using Virtual Reality Headsets -- Chapter 10. Physiological Results Obtained from Individuals Using Virtual Reality (VR) Headsets along with Google Sensor Glasses -- Chapter 11. For the Future: Fusion of Real and Virtual Worlds.
520
$a
This book provides excellent examples of metaverse and virtual reality and their unlimited possibilities for education and industry. By examining innovative educational activities in both real and virtual worlds, such as Second Life, SL (a three-dimensional world where avatars perform specific tasks on behalf of us), we get a unique perspective on how these technologies can revolutionize learning and professional practices. Metaverse offers a fully immersive and interconnected virtual environment, enabling individuals to engage in digital experiences that closely resemble real-world interactions, thereby providing limitless possibilities for education and industry. In addition, the chapters cover various key topics, including the integration of virtual reality in creative game design, the use of VR (virtual reality) headsets with sensor glasses for physiological data collection, and the application of VR in fields like architecture and medical education. Artificial Intelligence, Robotics, and Machine Learning (along with other related fields) are also mentioned. In addition, readers will encounter discussions about the future fusion of real and virtual worlds, highlighting the role of Digital Twin Technology and Augmented Reality. The book invites readers to consider critical questions about the implications of these technologies for society and industry. This book is a must-read for students, educators, engineers, and researchers interested in the cutting-edge applications of virtual reality and the metaverse. It serves as a textbook, reference, and practical guide, making it invaluable for academic audiences and professionals seeking to harness the power of these technologies for innovative solutions. Whether you are a professor, scientist, or engineer, or simply curious about the metaverse, avatars, and virtual reality, this book promises to be a rewarding journey into the limitless potential of these technologies for creative education and industry.
650
0
$a
Metaverse.
$3
3627392
650
0
$a
Virtual reality in education.
$3
589736
650
0
$a
Virtual reality in engineering.
$3
1567568
650
1 4
$a
Virtual and Augmented Reality.
$3
3599064
650
2 4
$a
Learning Psychology.
$3
3598379
650
2 4
$a
Digital Education and Educational Technology.
$3
3538616
650
2 4
$a
Data Engineering.
$3
3409361
650
2 4
$a
User Interfaces and Human Computer Interaction.
$3
892554
650
2 4
$a
Artificial Intelligence.
$3
769149
700
1
$a
Barry, Dana M.
$3
2145286
700
1
$a
Kanematsu, Hideyuki.
$3
2145285
710
2
$a
SpringerLink (Online service)
$3
836513
773
0
$t
Springer Nature eBook
830
0
$a
Intelligent systems reference library ;
$v
v. 267.
$3
3782234
856
4 0
$u
https://doi.org/10.1007/978-981-96-3341-8
950
$a
Engineering (SpringerNature-11647)
based on 0 review(s)
Location:
ALL
電子資源
Year:
Volume Number:
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
W9514678
電子資源
11.線上閱覽_V
電子書
EB TK5105.8864
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login