Technologies, applications and practices for virtual environments create interactive and immersive experiences and blend the transitions and permeabilities between the virtual and physical world. In a world rapidly embracing technological innovation, the book serves as an illuminating guide to the dynamic and multifaceted landscapes of Extended Reality (XR). It explores a wide array of topics at the intersection of virtual and physical realms, offering readers an in-depth understanding of the transformative potential of XR, from education and training to entertainment and beyond. The book explores the intricacies of augmented reality (AR), virtual reality (VR), mixed reality (MR), assisted reality (AsR), and the ever-expanding metaverse through real-world applications. The aim of the book is to discuss issues, applications, and practices of computer sciences, design, education, tourism, neuroscience, cultural heritage, and game studies in the scope of virtual environment, interactive experiences and extended realities through presenting case studies from disciplinary and interdisciplinary fields. Each study focuses on users' perceptions and attitudes regarding their interactions with XR applications and introduces methods and key issues with an anchor to the primary discipline of the study. This helps to increase collaboration, convergence, and communication between different fields. Whether you are a seasoned professional, a curious enthusiast, or an academic seeking insights into the future of human-computer interaction, "Extended Realities, Virtual Environment, and Interactive Experiences" is your guide to the captivating realm where digital and physical realities converge.
Sprache
Verlagsort
Verlagsgruppe
Zielgruppe
Für höhere Schule und Studium
Für Beruf und Forschung
Academic and Postgraduate
Illustrationen
12 s/w Tabellen, 2 farbige Zeichnungen, 33 s/w Zeichnungen, 7 Farbfotos bzw. farbige Rasterbilder, 56 s/w Photographien bzw. Rasterbilder, 9 farbige Abbildungen, 89 s/w Abbildungen
12 Tables, black and white; 2 Line drawings, color; 33 Line drawings, black and white; 7 Halftones, color; 56 Halftones, black and white; 9 Illustrations, color; 89 Illustrations, black and white
Maße
Höhe: 234 mm
Breite: 156 mm
Gewicht
ISBN-13
978-1-032-94110-3 (9781032941103)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Klassifikation
OEzge Cordan is a full-time Professor at Istanbul Technical University (ITU), Department of Interior Architecture. She was the national coordinator of the International Masters of Interior Architectural Design Program (IMIAD) between 2008-2018 and the international coordinator of the IMIAD Program between 2010-2015 and the deputy head of the Interior Architecture Department between 2008-2010. She currently serves as the department head. She worked as visiting scholar at College of Design, Architecture, Art, and Planning (DAAP), University of Cincinnati between 2007 and 2008. She has supervised many completed and ongoing master's theses and teaches in both undergraduate and graduate programs. Her main research focus includes gamification and design, interior architecture and education, and inclusive design. Besides her research projects regarding interiors, she completed an EU Erasmus+ project (PUDCAD- Practicing Universal Design Principles in Design Education through a CAD-based Game) with Demet Arslan Dincay in 2020. She is one of the editors of the "Game + Education" proceedings volume.
Mehmet Ilker Berkman is a faculty member at Communication Design Department in Bahcesehir University (BAU), is actively engaged in research related to human-computer interaction. His expertise lies in user-centered design methods and interactive media design. He specializes in psychometrics in order to develop research tools for subjective assessment of user experience. Dr. Berkman holds an M.A. in interactive media design, an M.Sc. in information technologies, and a Ph.D. in computer engineering. His recent research focus centres around games user research, with a particular emphasis on virtual reality gaming with head-mounted displays.
Gueven Catak is a full-time Associate Professor at Bahcesehir University (BAU). He's head of the Department of Digital Game Design and the Game Design Graduate Program coordinator. He's also founder director of the BAU gaming structure, "BUG Lab". His main research areas are serious games, social impact games and cinematography and new techs in gaming. He worked in various gaming related EU Erasmus+ projects as a researcher and producer. Dr. Catak holds an M.Arch and Ph.D. in architecture and computational design.
Demet Arslan Dincay is an associate Professor at Istanbul Technical University (ITU), Department of Interior Architecture, where she also serves as the coordinator of the International Masters of Interior Architectural Design Program (IMIAD). She was the vice dean of the ITU Faculty of Architecture between 2020-2022. She has been in the USA, Auburn University College of Architecture, Design, and Construction 2018-2019 academic year. Her research interests include interior design, cinematic spaces, and inclusive design in interior architecture. Currently, she is working on the application of virtual environments, as well as virtual and augmented reality, in interior architecture and the integration of AI-generated models in interior design education. In 2020, as co-coordinator with Ozge Cordan, she completed an EU Erasmus + project (PUDCAD- Practicing Universal Design Principles in Design Education through a CAD-based Game) that connected her major interests in inclusive design and virtual environments. She is one of the editors of the "Game + Education" proceedings volume.
Preface. 1. Introduction: Experience in Extended Realities. 2. Navigating Identities: Avatar Customization and Transgender Experiences in Social VR. 3. Exploring Interactive Storytelling in Virtual Reality for Teaching Quantum Physics and Computation: A Comparative Analysis of Qwiz and Qplayground. 4. Using VR Technology for Teaching Letterpress. 5. A Survey of the Use of Extended Reality and Spatial Computing in the Aviation Industry. 6. Non-Conventional Virtual Reality Mechanics. 7. Knowledge Through Virtual Art: Systems of Didactic Communication. 8. Development of a Systems Modeling Language Framework in Virtual Reality and Mixed Reality Environments: A Comparative Analysis. 9. Custom Manufacturing 4.0: Identifying Emerging Augmented Fabrication Workflows to Support SME Advancement in the AEC industry. 10. Workflow for Augmented Reality Aided Design to Advanced Manufacturing: From Sketch to Robotic Assembly of Parametric Prototypes. 11. Extended Reality in Human-Robot Collaboration: Present and Future. 12. VR Environments for Architectural Education: Feasibility, Development, Integration and Evaluation of VR Prototypes. 13. I Like Your New Eyes: Representation of Extended Reality Technologies in Tabletop Roleplaying Games. 14. Enhancing Earthquake Preparedness and Awareness: A Virtual Reality Serious Game for Residential Interiors. 15. Regenerating a Memory Place in the Virtual World: Taskisla.