Sony Interactive Entertainment LLC has released the latest in Virtual Reality gear. This newest phenomenon, Sony PlayStation VR, brings the art of gaming to life. The new VR which is scheduled to be released in October of 2016 was created to enhance the gaming experience for owners of PlayStation 4. The reviews to date have lauded the company and the device itself for its appeal to the more modern era with its attention to detail and innovation.
For three decades, Communication Technology Update and Fundamentals has set the standard as the single best resource for students and professionals looking to brush up on how communication technologies have developed, grown, and converged, as well as what’s in store for the future. The secret to the longevity is simple—every two years, the book is completely rewritten to ensure that it contains the latest developments in mass media, computers, consumer electronics, networking, and telephony. Plus, the book includes the Fundamentals: the first five chapters explain the communication technology ecosystem, the history, structure, and regulations. The chapters are written by experts who provide snapshots of the state of each individual field. Together, these updates provide a broad overview of these industries, as well as the role communication technologies play in our everyday lives. In addition to substantial updates to each chapter, the 16th edition includes: First-ever chapters on Virtual/Augmented Reality and eSports. Updated user data in every chapter. Overview of industry structure, including recent and proposed mergers and acquisitions Suggestions on how to get a job working with the technologies discussed. The companion website, www.tfi.com/ctu, offers updated information on the technologies covered in this text, as well as links to other resources.
This book addresses the difficult task of integrating computational techniques with virtual reality and healthcare. It discusses the use of virtual reality in various areas, such as healthcare, cognitive and behavioural training, understanding mathematical graphs, human–computer interaction, fluid dynamics in healthcare industries, accurate real-time simulation, and healthcare diagnostics. Presenting the computational techniques for virtual reality in healthcare, it is a valuable reference resource for professionals at educational institutes as well as researchers, scientists, engineers and practitioners in industry.
This book constitutes the refereed proceedings of the Second International Conference on Innovative Technologies and Learning, ICITL 2019, held in Tromsø, Norway, in December 2019. The 85 full papers presented together with 4 short papers were carefully reviewed and selected from 189 submissions. The papers are organized in the following topical sections: application and design of innovative learning software; artificial intelligence and data mining in education; augmented and virtual reality in education; computational thinking in education; design and framework of learning systems; educational data analytics techniques and adaptive learning applications; evaluation, assessment and test; innovative learning in education; mobile learning; new perspectives in education; online course and web-based environment; pedagogies to innovative technologies; social media learning; technologies enhanced language learning; and technology and engineering education.
Learn how to use the Processing programming language and environment to create Android applications with ease. This book covers the basics of the Processing language, allowing users to effectively program interactive graphics in 2D and 3D. It also details the application of these techniques to different types of Android devices (smartphones, tablets, wearables and smartwatches). Processing for Android walks you through the steps of taking an initial idea to a final app. With this book, you will be able to write engaging apps with interactive visuals driven by motion and location information obtained from the device’s sensors; including health data from the wearer, like step count and heart rate. An advantage of Processing for Android over more complex programming environments is the ability for users to focus on the interactions and visual output of their code rather than in the implementation details of the Android platform. This book goes through a comprehensive series of hand-on projects, ranging from simple sketches to more complex projects involving sensors and integration with larger apps. It also covers important aspects such as exporting your Processing projects as signed apps are ready to upload to the Google Play store and be share with the world! What You'll Learn Write apps and live wallpapers for smartphones and tablets Design and implement interactive watch faces Create Virtual Reality experiences for Cardboard devices Integrate Processing sketches into larger apps and Android Studio Export projects as completed apps ready to distribute through Google Play Store Who This Book Is For Artists, designers, students, researchers, and hobbyists who are not necessarily Android experts, but are looking to write mobile apps that make creative use of interactive graphics, sensor data, and virtual reality.
If you are interested in Virtual Reality, want to learn how it works, and want to create your own VR experiences, this book is for you. We walk you through a series of tutorials and in-depth discussions using the Unity game engine.
This book begins with a historical overview of the evolution of mobile technologies and addresses two key questions: why do we need 6G? and what will 6G be? The remaining chapters of this book are organized into three parts: Part I covers the foundation of an end-to-end 6G system by presenting 6G vision, driving forces, key performance indicators, and societal requirements on digital inclusion, sustainability, and intelligence. Part II presents key radio technology components for the 6G communications to deliver extreme performance, including new radio access technologies at high frequencies, joint communications and sensing, AI-driven air interface, among others. Part III describes key enablers for intelligent 6G networking, including network disaggregation, edge computing, data-driven management and orchestration, network security and trustworthiness, among others. This book is relevant to researchers, professionals, and academics working in 5G/6G and beyond.
The three-volume set CCIS 1419, CCIS 1420, and CCIS 1421 contains the extended abstracts of the posters presented during the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held virtually in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The posters presented in these three volumes are organized in topical sections as follows: Part I: HCI theory and methods; perceptual, cognitive and psychophisiological aspects of interaction; designing for children; designing for older people; design case studies; dimensions of user experience; information, language, culture and media. Part II: interaction methods and techniques; eye-tracking and facial expressions recognition; human-robot interaction; virtual, augmented and mixed reality; security and privacy issues in HCI; AI and machine learning in HCI. Part III: interacting and learning; interacting and playing; interacting and driving; digital wellbeing, eHealth and mHealth; interacting and shopping; HCI, safety and sustainability; HCI in the time of pandemic.
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspec ts of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.
Annotation Get an introduction to the technologies, tools, and techniques for programming virtual reality on the latest generation of desktop and mobile VR hardware. With this hands-on guide, you'll learn essential development and production concepts, including UI design, stereo rendering, 3D input, and programming VR applications for native desktop, mobile and the web. You don't have to be a game development wizard or have 3D graphics experience to get started. If you have basic programming skills and some familiarity with mobile development, this book will help you gain a working knowledge of virtual reality through clear and simple examples.