1.

Record Nr.

UNINA9910993928603321

Autore

Barry Dana M

Titolo

Applications of Metaverse and Virtual Reality to Creative Education and Industry / / edited by Dana M. Barry, Hideyuki Kanematsu

Pubbl/distr/stampa

Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2025

ISBN

9789819633418

9819633419

Edizione

[1st ed. 2025.]

Descrizione fisica

1 online resource (232 pages)

Collana

Intelligent Systems Reference Library, , 1868-4408 ; ; 267

Altri autori (Persone)

KanematsuHideyuki

Disciplina

006.8

Soggetti

Virtual reality

Augmented reality

Learning, Psychology of

Educational technology

Engineering - Data processing

User interfaces (Computer systems)

Human-computer interaction

Artificial intelligence

Virtual and Augmented Reality

Learning Psychology

Digital Education and Educational Technology

Data Engineering

User Interfaces and Human Computer Interaction

Artificial Intelligence

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di contenuto

Chapter 1. Creative Education and Its Importance to Industry -- Chapter 2. Social Revolution Accompanying New Technology -- Chapter 3. Introduction to Metaverse with a Focus on Second Life (SL) and Japan’s Island there -- Chapter 4. Creative Problem-Based Learning (PBL) Activities Successfully Carried Out in Second Life -- Chapter 5. Building Virtual Worlds for the Video Game Industry -- Chapter 6. Virtual Reality and Architectural Design for Industry -- Chapter 7. Application of Virtual Reality to Medical Education --



Chapter 8. General Information about Virtual Reality Headsets -- Chapter 9. Activities and Results for Individuals Engaging in Creative Lessons using Virtual Reality Headsets -- Chapter 10. Physiological Results Obtained from Individuals Using Virtual Reality (VR) Headsets along with Google Sensor Glasses -- Chapter 11. For the Future: Fusion of Real and Virtual Worlds.

Sommario/riassunto

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. .