<p>Virtual Reality is not real life. Instead it is life-like creations using computer-generated scenarios. Human behavior is replicated in virtual scenarios, where every detail is controlled by computers, and in situations that can be repeated under the same conditions.</p><p><p>Based on technology
Virtual Reality Designs
✍ Scribed by Adriana Peña Pérez Negrón (editor), Graciela Lara López (editor), Héctor Rafael Orozco Aguirre (editor)
- Publisher
- CRC Press
- Year
- 2020
- Tongue
- English
- Leaves
- 259
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
✦ Synopsis
Virtual Reality is not real life. Instead it is life-like creations using computer-generated scenarios. Human behavior is replicated in virtual scenarios, where every detail is controlled by computers, and in situations that can be repeated under the same conditions.
Based on technology and design, the user can experience presence. In the virtual world, users are embodied in avatars that represent them and are the means to interact with the virtual environment. Avatars are graphical models that behave on behalf of the human behind them. The user avatar is a proxy that also backs interaction with others, allowing computer-mediated interactions.
Analyses directed to understand people’s perceptions, personal and social behavior in computer mediated interactions, comprise a multidisciplinary area of study that involves, among others, computer science, psychology and sociology. In the last two decades a number of studies supported by Virtual Reality have been conducted to understand human behavior, in some cases the implications of the technology, or to reproduce artificial human behavior. This book presents a collection of studies from recognized researchers in the area.
✦ Table of Contents
Cover
Title Page
Copyright Page
Preface
Table of Contents
1: Virtual Reality as a Tool for Behavior Analysis and Applications
2: Navigation in Virtual Reality
3: User Modeling Systems Adapted to Virtual Environments
4: Synthetic Perception and Decision-making for Autonomous
5: An Internal Model for Characters in Virtual Environments: Emotions, Moods and Personality
6: Pedagogical Agents as Virtual Tutors: Applications and Future Trends in Intelligent Tutoring Systems and Virtual Learning Environments
7: Gamification in Virtual Reality Environments for the Integration of Highly Effective Teams
8: Integrating Virtual Reality into Learning Objects-based Courses
9: Virtual Simulation of Road Traffic Based on Multi-agent Systems
10: The Sense of Touch as the Last Frontier in Virtual Reality Technology
Index
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