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"Virtual reality Computer programs."
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Understanding the metaverse : a business and ethical survival guide
\"Together we will explore what the Metaverse is, how it works, the many use cases we are already aware of in the Metaverse, as well as look at why there are so many more we cannot yet see. I will also introduce you to some of the main threats and challenges businesses and individuals face as the Metaverse evolves and grows, sharing potential solutions to make this an inclusive virtual world that all of us can enjoy and use to its full potential. I will also explain some of the key elements of technology that underpin the Metaverse in its current form and that will provide the necessary foundations for its growth and evolution in the future -- such as blockchain, cryptocurrency, AI and deep learning. I will build out the picture with you, helping you to turn some of the greyed-out map into a world filled with technicolour and exciting opportunities. By the end of this book, I hope you will feel confident to set out and explore more of this uncharted territory on your own\"-- Provided by publisher.
Building virtual reality with unity and steam VR
2020
Building Virtual Reality with Unity and Steam VR takes a hands-on approach to getting up and running with virtual reality using the Unity game engine. By utilizing the free SteamVR 2.x libraries, this book and its example code are compatible with the main virtual reality (VR) head-mounted displays currently available. This book also looks at some of the main issues surrounding virtual reality, such as motion sickness and performance issues, providing practical ways to reduce their impact to make better VR experiences. Key Features: Discusses some of the key issues facing virtual reality and provides helpful tips for making better VR experiences Practical examples geared to work with any headset compatible with SteamVR, including Oculus Rift, HTC Vive, and Valve Index Uses the SteamVR Interaction system for interactions such as picking up and throwing objects, operating user interfaces and capturing input events for your own scripts Explore advanced spatialized audio with Steam Audio. Discover how to build user interfaces for virtual reality, as well as discussing some best practices for VR-based user interface design Written by a games industry veteran with a proven track record, having worked for IBM Research in educational VR research projects and having made and launched VR experiences.
VR Developer Gems
This book takes the practicality of other \"Gems\" series such as \"Graphics Gems\" and \"Game Programming Gems\" and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 \"tips\", each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code.
Key Features
Sections written by veteran virtual reality researchers and developers
Usable code snipits that readers can put to immediate use in their own projects.
Tips of value both to readers entering the field as well as those looking for solutions that expand their repertoire.
Chapter 1: Introduction. Chapter 2: 2. Extending existing renderers for VR. Chapter 3: User interfaces for Smartphone- VR. Hapetr 4: Navigating through the virtual world. Chapter 5: Image warping & blending. Chapter 6: Real-time rendering techniques for VR. Chapter 7: Foolimng the user. Chapter 8: VR on a Raspberry Pi:
\"This is a highly valuable resource, chiefly for developers with considerable technical background in computer graphics and/or programming.\"
- J. Brzezinski, McHenry County College, CHOICE Reviews , Highly recommended
William Sherman , Sr. Technology Advisor Indiana University Research Technologies
● Scientific Visualization lead, visualization production projects, visualization software development.
● Immersive applications, development and installation of immersive (virtual reality) tools and applications, education on immersive techniques and technologies.
● Development of relationship with the Idaho National Laboratory and other Department of Energy facilities.
● Proposal development, lead collaborative grant writing projects involving several universities.
● Open recipe hardware development, developing and building community for low-cost immersive displays (iq- station.org).
Unity Virtual Reality Projects
by
Linowes, Jonathan
in
COM012040 COMPUTERS / Programming / Games
,
COMPUTERS / Programming Languages / C#
,
COMPUTERS / Virtual Reality
2018
If you are interested in Virtual Reality, want to learn how it works, and want to create your own VR experiences, this book is for you. We walk you through a series of tutorials and in-depth discussions using the Unity game engine.
The Development of a Multimedia Teaching Program for Fiberoptic Intubation
1997
Current training methods in fiberoptic intubation entail a trial and error process in which trainees acquire skills by practicing this technique in mannequins or patients. These training methods are not efficient and may expose patients to unnecessary instrumentation. An interactive software program is described which uses Director, a commercially available multimedia authoring tool, to (1) familiarize trainees with video images of the upper airway, (2) permit operator controlled progress through a normal fiberoptic intubation, (3) simultaneously display (side by side) two-dimensional or three-dimensional computer tomographic images with a fiberscope in place and the corresponding endoscopic video images, and (4) demonstrate some of the obstacles which occur in clinical practice (e.g. \"white-out\" and saliva). The intent of this package is to simulate fiberoptic intubation techniques as well as help one create a mental image of the path a fiberscope takes within the lumen of the upper airway. The potential for improving operator immersion (virtual reality) by using a more sophisticated input device is discussed.[PUBLICATION ABSTRACT]
Journal Article
Virtual reality for management of pain in hospitalized patients: A randomized comparative effectiveness trial
by
Rosen, Bradley T.
,
Little, Milton
,
Tashjian, Vartan
in
Active control
,
Analgesia
,
Care and treatment
2019
Therapeutic virtual reality (VR) has emerged as an effective, drug-free tool for pain management, but there is a lack of randomized, controlled data evaluating its effectiveness in hospitalized patients. We sought to measure the impact of on-demand VR versus \"health and wellness\" television programming for pain in hospitalized patients.
We performed a prospective, randomized, comparative effectiveness trial in hospitalized patients with an average pain score of ≥3 out of 10 points. Patients in the experimental group received a library of 21 VR experiences administered using the Samsung Gear Oculus headset; control patients viewed specialized television programming to promote health and wellness. Clinical staff followed usual care; study interventions were not protocolized. The primary outcome was patient-reported pain using a numeric rating scale, as recorded by nursing staff during usual care. Pre- and post-intervention pain scores were compared immediately after initial treatment and after 48- and 72-hours.
There were 120 subjects (61 VR; 59 control). The mean within-subject difference in immediate pre- and post-intervention pain scores was larger in the VR group (-1.72 points; SD 3.56) than in the control group (-0.46 points; SD 3.01); this difference was significant in favor of VR (P < .04). When limited to the subgroup of patients with severe baseline pain (≥7 points), the effect of VR was more pronounced vs. control (-3.04, SD 3.75 vs. -0.93, SD 2.16 points; P = .02). In regression analyses adjusting for pre-intervention pain, time, age, gender, and type of pain, VR yielded a .59 (P = .03) and .56 (P = .04) point incremental reduction in pain versus control during the 48- and 72-hour post-intervention periods, respectively.
VR significantly reduces pain versus an active control condition in hospitalized patients. VR is most effective for severe pain. Future trials should evaluate standardized order sets that interpose VR as an early non-drug option for analgesia.
Journal Article
The Cognitive Affective Model of Immersive Learning (CAMIL)
2021
There has been a surge in interest and implementation of immersive virtual reality (IVR)-based lessons in education and training recently, which has resulted in many studies on the topic. There are recent reviews which summarize this research, but little work has been done that synthesizes the existing findings into a theoretical framework. The Cognitive Affective Model of Immersive Learning (CAMIL) synthesizes existing immersive educational research to describe the process of learning in IVR. The general theoretical framework of the model suggests that instructional methods which are based on evidence from research with less immersive media generalize to learning in IVR. However, the CAMIL builds on evidence that media interacts with method. That is, certain methods which facilitate the affordances of IVR are specifically relevant in this medium. The CAMIL identifies presence and agency as the general psychological affordances of learning in IVR, and describes how immersion, control factors, and representational fidelity facilitate these affordances. The model describes six affective and cognitive factors that can lead to IVR-based learning outcomes including interest, motivation, self-efficacy, embodiment, cognitive load, and self-regulation. The model also describes how these factors lead to factual, conceptual, and procedural knowledge acquisition and knowledge transfer. Implications for future research and instructional design are proposed.
Journal Article