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Virtual Reality

Recent Advancements, Applications and Challenges

Hardback
June 2020
9788770221429
More details
  • Publisher
    River Publishers
  • ISBN 9788770221429
  • Language English
  • Pages 260 pp.
  • Size 6" x 9"
$110.00
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May 2020
9788770221412
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  • Publisher
    River Publishers
  • Published
    1st May
  • ISBN 9788770221412
  • Language English
  • Pages 260 pp.
  • Size 6" x 9"
$110.00

Although the emergence of virtual reality (VR) goes back to the 1960s, with the recent availability of low-cost and high-accuracy systems it has become increasingly prevalent in a wide variety of areas; with uses ranging from training and education to rehabilitation and entertainment. Nowadays, there are many companies that have their own VR systems with various types of headsets and controllers. This has shaped how VR is being used today and how we interact with the latest generation VR systems.

With the rapidly evolving dynamics gained through technological advancements, VR is projected to grow and transform the way humans do everyday tasks both in the workplace and in personal lives. In addition to the VR headsets, there are now augmented reality (AR) headsets that allow the user to see their real-world surroundings while also viewing computer generated imagery. This leads to an enhanced user experience. This book aims to provide a comprehensive update of the latest scientific research, mainly in VR and partly in AR, from the last five years. The content is themed around the application areas of training, education, robotics, health and well-being, and user experience.

1: Recent Application Areas of Virtual and Augmented Reality

2: Virtual Reality in Education

3: Virtual Reality and Movement Disorders

4: Robotics in Virtual and Augmented Reality

5: Enactive Steering of Simulations for Scientific Computing

6: User Experience in Virtual and Augmented Reality: Implications of New Generation Systems

Lila Bozgeyikli

Lila Bozgeyikli is an assistant professor at the University of Arizona, College of Social and Behavioral Sciences, School of Information. Her research areas span extended reality, video game design and development, and human-computer interaction. She is interested in blurring the boundary between the real-world and virtual worlds through novel forms of embodied interaction, leveraging interactive technologies for beneficial purposes, such as education, training, health and well-being, and enhancing user experience for increased benefits from these systems. Her research has been published in several peer-reviewed journals and conference proceedings.

Ren Bozgeyikli

Ren Bozgeyikli is an assistant professor at the University of Arizona, College of Social and Behavioral Sciences, School of Information. His research is focused on game development, virtual/augmented/mixed reality, human-computer interaction, mobile applications and algorithm development. His research has been published in various peer-reviewed journals and conference proceedings. He has been teaching courses on game development and algorithms for games. 

Virtual reality, augmented reality, education, training, health, well-being, user experience, interaction, latest generation virtual reality systems, data visualization, recent advancements in virtual reality