Applications of metaverse and virtual reality to creative education and industry
Material type:
TextSeries: Intelligent Systems Reference Library Volume 267Publication details: Singapore Springer 2025Description: xvi, 196 pISBN: - 9789819633401
- 006.8 BAR
| Item type | Current library | Collection | Call number | Copy number | Status | Date due | Barcode | |
|---|---|---|---|---|---|---|---|---|
Book
|
Indian Institute of Management LRC General Stacks | IT & Decisions Sciences | 006.8 BAR (Browse shelf(Opens below)) | 1 | Available | 009188 |
Table of contents:
Front Matter
Pages i-xvi
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Creative Education and Its Importance to Industry
Dana M. Barry, Hideyuki Kanematsu, Paul McGrath
Pages 1-16
Social Revolution Accompanying New Technology
Nobuyuki Ogawa
Pages 17-43
Introduction to Metaverse with a Focus on Second Life (SL) and Japan’s Island There
Dana M. Barry, Hideyuki Kanematsu
Pages 45-55
Creative Problem-Based Learning (PBL) Activities Successfully Carried Out in Second Life (SL)
Dana M. Barry, Hideyuki Kanematsu
Pages 57-71
Building Virtual Worlds for the Video Game Industry
Morgan Hastings
Pages 73-92
Virtual Reality and Architectural Design for Industry
Yutaka Tada, Takashi Matsumoto
Pages 93-110
Application of Virtual Reality to Medical Education
Takahisa Kamikura, Hideo Inaba
Pages 111-126
General Information About Virtual Reality Headsets
Dana M. Barry, Hideyuki Kanematsu
Pages 127-138
Activities and Results for Individuals Engaging in Creative Lessons Using Virtual Reality Headsets
Dana M. Barry, Hideyuki Kanematsu
Pages 139-155
Physiological Results Obtained from Individuals Using Virtual Reality (VR) Headsets Along with Google Sensor Glasses
Hideyuki Kanematsu, Dana M. Barry
Pages 157-175
For the Future: Fusion of Real and Virtual Worlds
Hideyuki Kanematsu, Dana M. Barry
Pages 177-196
[https://link.springer.com/book/10.1007/978-981-96-3341-8]
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.
(https://link.springer.com/book/10.1007/978-981-96-3341-8)
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