語系:
繁體中文
English
日文
簡体中文
說明(常見問題)
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Cases on immersive virtual reality t...
~
Yang, Kenneth C. C.,
Cases on immersive virtual reality techniques[electronic resource] /
紀錄類型:
書目-電子資源 : Monograph/item
杜威分類號:
006.8
書名/作者:
Cases on immersive virtual reality techniques/ Kenneth C.C. Yang, editor.
其他作者:
Yang, Kenneth C. C.,
出版者:
Hershey, Pennsylvania : : IGI Global,, 2018.
面頁冊數:
1 online resource (xxxi, 349 p.)
標題:
Virtual reality.
ISBN:
9781522559139 (e-book)
ISBN:
9781522559122 (hardback)
書目註:
Includes bibliographical references and index.
內容註:
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.
摘要、提要註:
"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.
電子資源:
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-5912-2
Cases on immersive virtual reality techniques[electronic resource] /
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:
182971
Virtual reality.
LC Class. No.: QA76.9.C65 / C376 2018e
Dewey Class. No.: 006.8
Cases on immersive virtual reality techniques[electronic resource] /
LDR
:02728nmm a2200277 a 4500
001
513223
003
IGIG
005
20191023151132.0
006
m o d
007
cr cn
008
210929s2018 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
182971
700
1
$a
Yang, Kenneth C. C.,
$e
editor.
$3
734608
856
4 0
$u
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-5912-2
筆 0 讀者評論
多媒體
多媒體檔案
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-5912-2
評論
新增評論
分享你的心得
Export
取書館別
處理中
...
變更密碼
登入