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  • Dana M. Barry (u. a.)

    Lingua: Inglese

    Editore: Springer, 2026

    ISBN 10: 9819633435 ISBN 13: 9789819633432

    Da: preigu, Osnabrück, Germania

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    Taschenbuch. Condizione: Neu. Applications of Metaverse and Virtual Reality to Creative Education and Industry | Dana M. Barry (u. a.) | Taschenbuch | Intelligent Systems Reference Library | xvi | Englisch | 2026 | Springer | EAN 9789819633432 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.

  • Hideyuki Kanematsu

    Lingua: Inglese

    Editore: Palgrave Macmillan Apr 2026, 2026

    ISBN 10: 9819633435 ISBN 13: 9789819633432

    Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germania

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    Taschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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. 212 pp. Englisch.

  • Hideyuki Kanematsu

    Lingua: Inglese

    Editore: Palgrave Macmillan Apr 2026, 2026

    ISBN 10: 9819633435 ISBN 13: 9789819633432

    Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germania

    Valutazione del venditore 5 su 5 stelle 5 stelle, Maggiori informazioni sulle valutazioni dei venditori

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    Spedizione EUR 60,00
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    Taschenbuch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -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. 212 pp. Englisch.

  • Hideyuki Kanematsu

    Lingua: Inglese

    Editore: Palgrave Macmillan, 2026

    ISBN 10: 9819633435 ISBN 13: 9789819633432

    Da: AHA-BUCH GmbH, Einbeck, Germania

    Valutazione del venditore 5 su 5 stelle 5 stelle, Maggiori informazioni sulle valutazioni dei venditori

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    Taschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - 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.