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Cases on Immersive Virtual Reality Techniques

Cases on Immersive Virtual Reality Techniques

Copyright: © 2019 |Pages: 349
ISBN13: 9781522559122|ISBN10: 1522559124|EISBN13: 9781522559139|ISBN13 Softcover: 9781522593201
DOI: 10.4018/978-1-5225-5912-2
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MLA

Yang, Kenneth C.C., editor. Cases on Immersive Virtual Reality Techniques. IGI Global, 2019. https://doi.org/10.4018/978-1-5225-5912-2

APA

Yang, K. C. (Ed.). (2019). Cases on Immersive Virtual Reality Techniques. IGI Global. https://doi.org/10.4018/978-1-5225-5912-2

Chicago

Yang, Kenneth C.C., ed. Cases on Immersive Virtual Reality Techniques. Hershey, PA: IGI Global, 2019. https://doi.org/10.4018/978-1-5225-5912-2

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As virtual reality approaches mainstream consumer use, new research and innovations in the field have impacted how we view and can use this technology across a wide range of industries. Advancements in this technology have led to recent breakthroughs in sound, perception, and visual processing that take virtual reality to new dimensions. As such, research is needed to support the adoption of these new methods and applications.

Cases on Immersive Virtual Reality Techniques is an essential reference source that discusses new applications of virtual reality and how they can be integrated with immersive techniques and computer resources. Featuring research on topics such as 3D modeling, cognitive load, and motion cueing, this book is ideally designed for educators, academicians, researchers, and students seeking coverage on the applications of collaborative virtual environments.

Table of Contents

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Front Materials
Title Page
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Copyright Page
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Advances in Multimedia and Interactive Technologies (AMIT) Book Series
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Editorial Advisory Board
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Preface
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Acknowledgment
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Chapters
Chapter 1
Section 1 provides an overview of emerging digital reality technologies (such as augmented, mixed, virtual realities, and 360-degree video) in the contemporary media ecosystem around the world. This section will provide background on...
The Emergence of Digital Reality Technology
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Chapter 2
The five chapters in this section deal with emerging research paradigms and practices in digital reality studies in different areas ranging from physical education and sport training, cultural industry, and higher educational...
Emerging Themes and Practices in Digital Reality Research
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Chapter 3
The six chapters in Section 3 demonstrate the applications and best practices of digital reality technologies. The pervasive applications of digital reality platforms have been seen in the marketing, creative cultural industries...
Applications and Best Practices in Digital Reality
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Back Materials
Compilation of References
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About the Contributors
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Index
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