Gaming, VR, and Immersive Technologies for Education/Training

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Future digital lives are predicted to extend beyond mobile smart phones
with devices appearing as standard eyeglasses having settings for Extended Reality
(XR).Thiswill be so that what one really experiences and what is computer-generated
will be so tightly mixed together that a person will not be able to distinguish between
what is real and what is an illusion. Rather than sliding a finger across a touch screen
on a smart phone, it will be possible to make things happen by moving our eyes or
by brainwaves. Talking with someone or playing an online game will involve seeing
that person in the same room and being able to touch and feel him/her via tactile
technology. XR will be used in a variety of education situations with head mounted
displays (HMDs) in classrooms for all children and also in home environments
where those being educated have their own headset and system; medical students
and surgeons will be educated in practical skills by using virtual humans rather than
cadavers; oilrig and wind-farm workers will understand how to handle maintenance,
repairs, and emergencies, before they ever leave the home office (Abridged from
original call for chapters for this book). This chapter reviews texts selected for this
volume on Gaming, VR, and immersive technologies for education and in training.
It begins with a brief introduction text speculating impact related to well-being.
TitelRecent Advances in Technologies for Inclusive Well-Being Virtual Patients, Gamification and Simulation
Antal sider13
Publikationsdato22 mar. 2021
ISBN (Trykt)978-3-030-59607-1
ISBN (Elektronisk)978-3-030-59608-8
StatusUdgivet - 22 mar. 2021
NavnIntelligent Systems Reference Library

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