Applications of Metaverse and Virtual Reality to Creative Education and Industry

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...

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Bibliografiske detaljer
Institution som forfatter: SpringerLink (Online service)
Andre forfattere: Barry, Dana M. (Editor), Kanematsu, Hideyuki (Editor)
Format: Electronisk eBog
Sprog:engelsk
Udgivet: Singapore : Springer Nature Singapore : Imprint: Springer, 2025.
Udgivelse:1st ed. 2025.
Serier:Intelligent Systems Reference Library, 267
Fag:
Online adgang:https://doi.org/10.1007/978-981-96-3341-8
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Indholdsfortegnelse:
  • 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.