LEADER 05572nam 22007935 450 001 9910993928603321 005 20250407224323.0 010 $a9789819633418 010 $a9819633419 024 7 $a10.1007/978-981-96-3341-8 035 $a(MiAaPQ)EBC31986103 035 $a(Au-PeEL)EBL31986103 035 $a(CKB)38247881500041 035 $a(DE-He213)978-981-96-3341-8 035 $a(EXLCZ)9938247881500041 100 $a20250407d2025 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aApplications of Metaverse and Virtual Reality to Creative Education and Industry /$fedited by Dana M. Barry, Hideyuki Kanematsu 205 $a1st ed. 2025. 210 1$aSingapore :$cSpringer Nature Singapore :$cImprint: Springer,$d2025. 215 $a1 online resource (232 pages) 225 1 $aIntelligent Systems Reference Library,$x1868-4408 ;$v267 311 08$a9789819633401 311 08$a9819633400 327 $aChapter 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. 330 $aThis book provides excellent examples of metaverse and virtual reality and their unlimited possibilities for education and industry. By examining innovative educational activities in both real and virtual worlds, such as Second Life, SL (a three-dimensional world where avatars perform specific tasks on behalf of us), we get a unique perspective on how these technologies can revolutionize learning and professional practices. Metaverse offers a fully immersive and interconnected virtual environment, enabling individuals to engage in digital experiences that closely resemble real-world interactions, thereby providing limitless possibilities for education and industry. In addition, the chapters cover various key topics, including the integration of virtual reality in creative game design, the use of VR (virtual reality) headsets with sensor glasses for physiological data collection, and the application of VR in fields like architecture and medical education. Artificial Intelligence, Robotics, and Machine Learning (along with other related fields) are also mentioned. In addition, readers will encounter discussions about the future fusion of real and virtual worlds, highlighting the role of Digital Twin Technology and Augmented Reality. The book invites readers to consider critical questions about the implications of these technologies for society and industry. This book is a must-read for students, educators, engineers, and researchers interested in the cutting-edge applications of virtual reality and the metaverse. It serves as a textbook, reference, and practical guide, making it invaluable for academic audiences and professionals seeking to harness the power of these technologies for innovative solutions. Whether you are a professor, scientist, or engineer, or simply curious about the metaverse, avatars, and virtual reality, this book promises to be a rewarding journey into the limitless potential of these technologies for creative education and industry. . 410 0$aIntelligent Systems Reference Library,$x1868-4408 ;$v267 606 $aVirtual reality 606 $aAugmented reality 606 $aLearning, Psychology of 606 $aEducational technology 606 $aEngineering$xData processing 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aArtificial intelligence 606 $aVirtual and Augmented Reality 606 $aLearning Psychology 606 $aDigital Education and Educational Technology 606 $aData Engineering 606 $aUser Interfaces and Human Computer Interaction 606 $aArtificial Intelligence 615 0$aVirtual reality. 615 0$aAugmented reality. 615 0$aLearning, Psychology of. 615 0$aEducational technology. 615 0$aEngineering$xData processing. 615 0$aUser interfaces (Computer systems) 615 0$aHuman-computer interaction. 615 0$aArtificial intelligence. 615 14$aVirtual and Augmented Reality. 615 24$aLearning Psychology. 615 24$aDigital Education and Educational Technology. 615 24$aData Engineering. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aArtificial Intelligence. 676 $a006.8 700 $aBarry$b Dana M$0763573 701 $aKanematsu$b Hideyuki$0763572 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910993928603321 996 $aApplications of Metaverse and Virtual Reality to Creative Education and Industry$94368717 997 $aUNINA