Learning Web-based Virtual Reality


Book Description

Create web-based VR applications and deploy them to GitHub pages with this short, practical tutorial crammed with hands-on examples. This book covers topics such as VR, the WebVR API, and A-Frame. In Learning Web-based Virtual Reality, you will build a number of 3D VR-based applications. In these apps, you will be able to test the VR environments, walk through the virtual world, interact with the objects, and perceive these virtual realities with the help of Google Cardboard. By the end of the book, you will have a complete understanding of what WebVR is, knowledge of what VR devices are available, and the requirements to start working on WebVR. You will also be comfortable in using A-Frame and its various components to build your own VR projects. What You Will Learn Experience WebVR, the WebVR API, and WebVR libraries Make use of various pieces of VR hardware See popular WebVR projects Use A-Frame to build your own WebVR projects Who This Book Is For Developers who want to build and deploy web-based virtual reality technology. Understanding of HTML5, JavaScript, and CSS is required.




Learning Virtual Reality


Book Description

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.




Learning Online with Games, Simulations, and Virtual Worlds


Book Description

Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds "Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book." — Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University "At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences." — Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary "I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools." — Rick Van Sant, professor of learning and technology, Ferris State University




Augmented Reality in Education


Book Description

This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool. The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education. Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.




Virtual Reality in Curriculum and Pedagogy


Book Description

Virtual Reality in Curriculum and Pedagogy explores the instructional, ethical, practical, and technical issues related to the integration of immersive virtual reality (VR) in school classrooms. The book's original pedagogical framework is informed by qualitative and quantitative data collected from the first-ever study to embed immersive VR in secondary school science, ICT, and drama classrooms. Students and scholars of technology-enhancing learning, curriculum design, and teacher education alike will find key pedagogical insights into leveraging the unique properties of VR for authentic, metacognitive, and creative learning.




Interactive Web-Based Virtual Reality with Java 3D


Book Description

"This book provides both advanced and novice programmers with comprehensive, detailed coverage of all of the important issues in Java 3D"--Provided by publisher.




New Perspectives on Virtual and Augmented Reality


Book Description

New Perspectives on Virtual and Augmented Reality discusses the possibilities of using virtual and augmented reality in the role of innovative pedagogy, where there is an urgent need to find ways to teach and support learning in a transformed learning environment. Technology creates opportunities to learn differently and presents challenges for education. Virtual reality solutions can be exciting, create interest in learning, make learning more accessible and make learning faster. This book analyses the capabilities of virtual, augmented and mixed reality by providing ideas on how to make learning more effective, how existing VR/AR solutions can be used as learning tools and how a learning process can be structured. The virtual reality (VR) solutions can be used successfully for educational purposes as their use can contribute to the construction of knowledge and the development of metacognitive processes. They also contribute to inclusive education by providing access to knowledge that would not otherwise be available. This book will be of great interest to academics, researchers and post-graduate students in the field of educational technology.




Virtual & Augmented Reality For Dummies


Book Description

An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.




Virtual Reality in Education: Breakthroughs in Research and Practice


Book Description

Modern technology has infiltrated many facets of society, including educational environments. Through the use of virtual learning, educational systems can become more efficient at teaching the student population and break down cost and distance barriers to reach populations that traditionally could not afford a good education. Virtual Reality in Education: Breakthroughs in Research and Practice is an essential reference source on the uses of virtual reality in K-12 and higher education classrooms with a focus on pedagogical and instructional outcomes and strategies. Highlighting a range of pertinent topics such as immersive virtual learning environments, virtual laboratories, and distance education, this publication is an ideal reference source for pre-service and in-service teachers, school administrators, principles, higher education faculty, K-12 instructors, policymakers, and researchers interested in virtual reality incorporation in the classroom.




Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do


Book Description

“If you want to understand the most immersive new communications medium to come along since cinema… I’d suggest starting with Mr. Bailenson’s [book].” —Wall Street Journal Virtual reality is able to effectively blur the line between reality and illusion, granting us access to any experience imaginable. These experiences, ones that the brain is convinced are real, will soon be available everywhere. In Experience on Demand, Jeremy Bailenson draws upon two decades spent researching the psychological effects of VR to help readers understand its upsides and possible downsides. He offers expert guidelines for interacting with VR, and describes the profound ways this technology can be put to use to hone our performance, help us recover from trauma, improve our learning, and even enhance our empathic and imaginative capacities so that we treat others and ourselves better.