Applications of Virtual and Augmented Reality for Health and Wellbeing
Author | : Hiran, Kamal Kant |
Publisher | : IGI Global |
Total Pages | : 353 |
Release | : 2024-04-04 |
ISBN-13 | : 9798369311240 |
ISBN-10 | : |
Rating | : 4/5 ( Downloads) |
Download or read book Applications of Virtual and Augmented Reality for Health and Wellbeing written by Hiran, Kamal Kant and published by IGI Global. This book was released on 2024-04-04 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: The convergence of Augmented Reality (AR) and Virtual Reality (VR) has transcended the boundaries of gaming and entertainment, emerging as tools in healthcare and wellbeing. At the heart of recent research-driven exploration lies the recognition of a critical gap in healthcare education. However, amid the promising potential of AR and VR, a need for more comprehensive research has thus far limited the capacity of these technologies to optimize physical, psychological, and social wellbeing. Through the ingenious use of AR, Applications of Virtual and Augmented Reality for Health and Wellbeing spotlights the fusion of virtual learning experiences with tangible real-world scenarios, addressing the educational challenges that have long hindered the development of effective healthcare competencies. This book embarks on an academic journey into this transformative landscape, delving into the intricate tapestry of AR and VR technologies and their applications. It unfurls an inclusive discourse encompassing accessibility considerations, the integration of artificial intelligence within AR/VR paradigms, cross-disciplinary applications, and tangible real-world use cases that underscore the transformational impact of these technologies. As a compendium of solutions to real-world challenges, the book channels the collective wisdom of researchers, offering an invaluable reference guide to professionals at the vanguard of AR/VR innovation. Distinguished voices from academia, industry, and gaming converge within the pages, catering to an eclectic audience, including research scholars, educators, industry practitioners, and gaming enthusiasts.