Virtual Reality Designs

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Adapting virtual worlds to human attitudes and vice versa
affective computing
Age Group_Uncategorized
Age Group_Uncategorized
automatic-update
autonomous agents
avatar embodiment
B01=Adriana Peña Pérez Negrón
B01=Graciela Lara López
B01=Héctor Rafael Orozco Aguirre
behavioral simulation
Category1=Non-Fiction
Category=UGN
Category=UYZF
computer-mediated communication
COP=United Kingdom
De Aguascalientes
Delivery_Pre-order
Dlr German Aerospace Center
Dynamic Virtual Environments
educational technology research
eq_bestseller
eq_computing
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Exploring human conduct in virtual reality
Fuzzy Sets
Game Controller
Gamification Elements
Hemi-spatial Neglect
Humans conducting themselves while operating digital technology
Intelligent Virtual Agent
IOS
Language_English
Membership Functions
Navigation Training
OCC
PA=Temporarily unavailable
Pad Model
Pedagogical Agents
Price_€50 to €100
PS=Active
Rube Goldberg Machine
SMA Wire
softlaunch
Standard SCORM
Team Software Process
UCD
User Ontology
VE
Vice Versa
Virtual Humans
virtual reality behavior analysis
Virtual Reality Environment
Virtual Tutor

Product details

  • ISBN 9780367510060
  • Weight: 371g
  • Dimensions: 156 x 234mm
  • Publication Date: 30 Jun 2021
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
  • Language: English
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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.

Adriana Peña Pérez Negrón received her doctoral degree cum laude in Informatics Engineering from the Universidad Politécnica de Madrid, Spain. Currently, she is a researcher professor at the Universidad de Guadalajara, Mexico. Her main areas of interest are virtual reality, mainly on its application for teamwork, and gamification.

Graciela Lara López received her Ph.D. in Software and Systems in 2016 from the Universidad Politécnica de Madrid, Spain. A Master in Information Systems in 2003 and Degree in Computer Science in 2000 from the Universidad de Guadalajara. Her areas of interest are in virtual reality, mainly on its application for training, 3D object modeling, and spatial mental models. She is an associate professor at the Computer Science Department of the Universidad de Guadalajara, Mexico.

Hécor Rafael Orozco Aguirre is a full-time professor Autonomous University of Mexico State, Mexico. In 2011, he was awarded by the Mexican Society of Artificial Intelligence to the Third Best Doctoral Thesis nationwide. Currently, he works on Research Projects related to Simulation of Crime Prediction and Anticipation Strategies for its Control and Reduction, Virtual Tutors for the Improvement of Educational Teaching, as well as Analysis, Modeling, and Simulation of Vehicle Traffic and Pedestrian Behavior.