03566nam a22004815i 4500001001800000003000900018005001700027007001500044008004100059020001800100024003500118050001500153050001500168072001600183072002300199072001500222245010800237250001800345264006900363300006400432336002600496337002600522338003600548347002400584490005400608505017600662520165400838650004002492650003202532650003202564650002902596650005202625650002702677650002902704700008302733710003402816773002602850776003602876776003602912776003602948830005402984856004603038978-3-031-57746-8DE-He21320251030112037.0cr nn 008mamaa240512s2024 sz | s |||| 0|eng d a97830315774687 a10.1007/978-3-031-57746-82doi 4aQA76.9.U83 4aQA76.9.H85 7aUYZ2bicssc 7aCOM0790102bisacsh 7aUYZ2thema10aAugmented and Virtual Reality in the Metaverseh[electronic resource] /cedited by Vladimir Geroimenko. a1st ed. 2024. 1aCham :bSpringer Nature Switzerland :bImprint: Springer,c2024. aXX, 339 p. 83 illus., 72 illus. in color.bonline resource. atextbtxt2rdacontent acomputerbc2rdamedia aonline resourcebcr2rdacarrier atext filebPDF2rda1 aSpringer Series on Cultural Computing,x2195-90640 aPart I: Changing the Educational Experience -- Part II: Influencing Art, Culture and Society -- Part III: Engaging Artificial Intelligence and Other Advanced Technologies. aThis is the first research monograph to explore augmented and virtual reality in the context of the emerging metaverse, and their impact on the future of education, culture, art, society, heritage, healthcare, and other areas. It reveals how the two metaverse-enabling technologies are changing the world we live in by changing the educational experience, by influencing art, culture, and society, and by engaging artificial intelligence and other advanced technologies. Dealing with a wide range of topics, it includes: possible metaverses for education; designing simulations and effective learning environments in the educational metaverse; immersive collaborative learning; storytelling and cinematic virtual reality in metaverses; immersion and sensory enrichment in the metaverse; archaeology of perception in metaverse environments; integrating AI and Large Language Models with immersive technologies; AR-enabled X-ray vision in immersive environments; metaverse-based approaches in urban planning; and many others. Written by a team of 46 researchers, practitioners, and artists from 11 countries world-wide (Australia, China, Estonia, Germany, Greece, Italy, Norway, Romania, Serbia, Spain, and USA), it offers readers an international perspective. Intended as a starting point for exploring augmented and virtual reality in the metaverse context, this book will be essential reading not only for researchers, practitioners, technology developers, and artists, but also for students (graduates and undergraduates), and for anyone interested in the emerging fields of “metaverse augmented reality” and “metaverse virtual reality”. . 0aUser interfaces (Computer systems). 0aHuman-computer interaction. 0aComputers and civilization. 0aArtificial intelligence.14aUser Interfaces and Human Computer Interaction.24aComputers and Society.24aArtificial Intelligence.1 aGeroimenko, Vladimir.eeditor.4edt4http://id.loc.gov/vocabulary/relators/edt2 aSpringerLink (Online service)0 tSpringer Nature eBook08iPrinted edition:z978303157745108iPrinted edition:z978303157747508iPrinted edition:z9783031577482 0aSpringer Series on Cultural Computing,x2195-906440uhttps://doi.org/10.1007/978-3-031-57746-8