LEADER 03831nam 22006255 450 001 9910857796503321 005 20240702112604.0 010 $a3-031-57746-9 024 7 $a10.1007/978-3-031-57746-8 035 $a(CKB)32027846000041 035 $a(MiAaPQ)EBC31342678 035 $a(Au-PeEL)EBL31342678 035 $a(MiAaPQ)EBC31338545 035 $a(Au-PeEL)EBL31338545 035 $a(DE-He213)978-3-031-57746-8 035 $a(EXLCZ)9932027846000041 100 $a20240512d2024 u| 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aAugmented and Virtual Reality in the Metaverse /$fedited by Vladimir Geroimenko 205 $a1st ed. 2024. 210 1$aCham :$cSpringer Nature Switzerland :$cImprint: Springer,$d2024. 215 $a1 online resource (347 pages) 225 1 $aSpringer Series on Cultural Computing,$x2195-9064 311 $a3-031-57745-0 327 $aPart I: Changing the Educational Experience -- Part II: Influencing Art, Culture and Society -- Part III: Engaging Artificial Intelligence and Other Advanced Technologies. 330 $aThis is the first research monograph to explore augmented and virtual reality in the context of the emerging metaverse, and their impact on the future of education, culture, art, society, heritage, healthcare, and other areas. It reveals how the two metaverse-enabling technologies are changing the world we live in by changing the educational experience, by influencing art, culture, and society, and by engaging artificial intelligence and other advanced technologies. Dealing with a wide range of topics, it includes: possible metaverses for education; designing simulations and effective learning environments in the educational metaverse; immersive collaborative learning; storytelling and cinematic virtual reality in metaverses; immersion and sensory enrichment in the metaverse; archaeology of perception in metaverse environments; integrating AI and Large Language Models with immersive technologies; AR-enabled X-ray vision in immersive environments; metaverse-based approaches in urban planning; and many others. Written by a team of 46 researchers, practitioners, and artists from 11 countries world-wide (Australia, China, Estonia, Germany, Greece, Italy, Norway, Romania, Serbia, Spain, and USA), it offers readers an international perspective. Intended as a starting point for exploring augmented and virtual reality in the metaverse context, this book will be essential reading not only for researchers, practitioners, technology developers, and artists, but also for students (graduates and undergraduates), and for anyone interested in the emerging fields of ?metaverse augmented reality? and ?metaverse virtual reality?. . 410 0$aSpringer Series on Cultural Computing,$x2195-9064 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aComputers and civilization 606 $aArtificial intelligence 606 $aUser Interfaces and Human Computer Interaction 606 $aComputers and Society 606 $aArtificial Intelligence 615 0$aUser interfaces (Computer systems) 615 0$aHuman-computer interaction. 615 0$aComputers and civilization. 615 0$aArtificial intelligence. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aComputers and Society. 615 24$aArtificial Intelligence. 676 $a5,437 676 $a4,019 700 $aGeroimenko$b Vladimir$01737605 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910857796503321 996 $aAugmented and Virtual Reality in the Metaverse$94161316 997 $aUNINA