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Zustand: New. 1st ed. 2021 edition NO-PA16APR2015-KAP.
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Zustand: Good. [ No Hassle 30 Day Returns ][ Ships Daily ] [ Underlining/Highlighting: NONE ] [ Writing: NONE ] [ Edition: first ] Publisher: Springer Science+Business Media New York Pub Date: 1/1/2014 Binding: hardcover Pages: 415 first edition.
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Sprache: Englisch
Verlag: Springer International Publishing, 2021
ISBN 10: 3030907384 ISBN 13: 9783030907389
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Taschenbuch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book constitutes the refereed proceedings of the 18th International Conference on Virtual Reality and Mixed Reality, EuroXR 2021, held in Valencia, Spain, in November 2021.The 8 full and 4 short papers were carefully reviewed and selected from 31 submissions. The conference presents contributions on virtual reality, mixed reality, augmented reality, collaborative virtual environment, tangible user interface, CAD model processing, and others. The papers are organized in the blocks named: Perception and Cognition; Interactive Techniques; Tracking and Rendering; Use case and User study; Short papers.
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Zustand: New. 2011. Paperback. . . . . .
Hardcover. Zustand: Very Good. liv, 710 pp. Theory, Education, Business, and Use Cases. Bright clean copy. Glossy boards have some light shelf wear. This book weighs 1.4 kg, extra postage may be requested.
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paperback. Zustand: Very Good. p.
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Sprache: Englisch
Verlag: Springer-Verlag New York Inc, 2011
ISBN 10: 3642215262 ISBN 13: 9783642215261
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In den WarenkorbPaperback. Zustand: Brand New. 2011 edition. 670 pages. 9.00x6.00x1.25 inches. In Stock.
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Zustand: Sehr gut. Zustand: Sehr gut | Seiten: 670 | Sprache: Englisch | Produktart: Bücher | Keine Beschreibung verfügbar.
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Zustand: Sehr gut. Zustand: Sehr gut | Seiten: 436 | Sprache: Englisch | Produktart: Bücher | Synthetic Worlds, Virtual Worlds, and Alternate Realities are all terms used to describe the phenomenon of computer-based, simulated environments in which users inhabit and interact via avatars. The best-known commercial applications are in the form of electronic gaming, and particularly in massively-multiplayer online role-playing games like World of Warcraft or Second Life. Less known, but possibly more important, is the rapid adoption of platforms in education and business, where Serious Games are being used for training purposes, and even Second Life is being used in many situations that formerly required travel.The editors of this book captures the state of research in the field intended to reflect the rapidly growing yet relatively young market in education and business. The general focus is set on the scientific community but integrates the practical applications for businesses, with papers on information systems, business models, and economics. In six parts, international authors ¿ all experts in their field ¿ discuss the current state-of-the-art of virtual worlds/alternate realities and how the field will develop over the next years. Chapters discuss the influences and impacts in and around virtual worlds. Part four is about education, with a focus on learning environments and experiences, pedagogical models, and the effects on the different roles in the educational sector. The book looks at business models and how companies can participate in virtual worlds while receiving a return on investment, and includes cases and scenarios of integration, from design, implementation to application.
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Zustand: Sehr gut. Zustand: Sehr gut | Seiten: 436 | Sprache: Englisch | Produktart: Bücher | Synthetic Worlds, Virtual Worlds, and Alternate Realities are all terms used to describe the phenomenon of computer-based, simulated environments in which users inhabit and interact via avatars. The best-known commercial applications are in the form of electronic gaming, and particularly in massively-multiplayer online role-playing games like World of Warcraft or Second Life. Less known, but possibly more important, is the rapid adoption of platforms in education and business, where Serious Games are being used for training purposes, and even Second Life is being used in many situations that formerly required travel.The editors of this book captures the state of research in the field intended to reflect the rapidly growing yet relatively young market in education and business. The general focus is set on the scientific community but integrates the practical applications for businesses, with papers on information systems, business models, and economics. In six parts, international authors ¿ all experts in their field ¿ discuss the current state-of-the-art of virtual worlds/alternate realities and how the field will develop over the next years. Chapters discuss the influences and impacts in and around virtual worlds. Part four is about education, with a focus on learning environments and experiences, pedagogical models, and the effects on the different roles in the educational sector. The book looks at business models and how companies can participate in virtual worlds while receiving a return on investment, and includes cases and scenarios of integration, from design, implementation to application.