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Gaming, VR, and Immersive Technologies for Education/Training

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Recent Advances in Technologies for Inclusive Well-Being

Part of the book series: Intelligent Systems Reference Library ((ISRL,volume 196))

Abstract

Future digital lives are predicted to extend beyond mobile smart phones with devices appearing as standard eyeglasses having settings for Extended Reality (XR). This will 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.

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Notes

  1. 1.

    https://www.propublica.org/article/profiles-of-the-top-earners-in-dollar-for-docs.

References

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Acknowledgements

Acknowledgements are to the authors of these chapters in this opening part of the book. Their contribution is cited in each review snippet and also in the reference list to support reader cross-reference to the cited work. However, the references are without page numbers as they are not known at this time of writing. Further infor-mation will be available at the Springer site for the book/chapter [24].

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Correspondence to Anthony Lewis Brooks .

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Brooks, A.L. (2021). Gaming, VR, and Immersive Technologies for Education/Training. In: Brooks, A.L., Brahman, S., Kapralos, B., Nakajima, A., Tyerman, J., Jain, L.C. (eds) Recent Advances in Technologies for Inclusive Well-Being. Intelligent Systems Reference Library, vol 196. Springer, Cham. https://doi.org/10.1007/978-3-030-59608-8_2

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