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Virtual and Augmented Reality Technology-Enhanced Learning

This book consists of chapters that present the state-of-the-art research and applications of Virtual & Augmented Reality Technology-enhanced Learning (VARTeL). The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of mixed reality, simulations, and serious games in various practices. The different approaches highlight challenges and potential solutions and provide future directions for mixed reality, simulation, and serious games research, for the design of learning material and for implementation. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace mixed reality, simulation, and/or serious games in their education.
Virtual Reality with VRTK4

Virtual reality is quickly becoming the next medium to communicate your ideas. Once siloed in make-believe world of science fiction, virtual reality can now touch any aspect of your life. This book shows you how to create original virtual reality content using the Unity game engine and the Virtual Reality Tool Kit. By the end of the book you'll be creating your own virtual reality experience using the fundamental building blocks within. You'll start by reviewing spatial computing, an emerging field that encompasses self-driving cars to space exploration. You'll also create your own virtual reality environments for use on headsets such as those from Oculus and HTC. Using the Unity3D game engine and the Virtual Reality Toolkit on a computer or laptop, you will walk through the fundamentals of virtual reality with as little code as possible. That is the beauty of Unity and the Virtual Reality Toolkit. You will discover how to use buttons in a virtual space,gaze-tracking for user input, and physics for enabling interaction between a human and a virtual space. From game design to education to healthcare to human resources, virtual reality offers new and creative ways to engage users, students, patients, customers, and more. Not a coding book, Virtual Reality with VRTK4 shows that you don't need to be a computer or graphics whiz to begin creating your own virtual reality experiences. What You'll Learn Grasp Virtual Reality Toolkit and its interaction with Unity3D Explore the fundamental science of virtual reality Review the inner workings of Unity3D and its integration with VRTK Understand the big picture of C# coding in Unity3D Incorporate head and hand movement into virtual experiences Who This Book Is For Creative professionals or students who are familiar with computer design programs and want to begin prototyping their own original virtual reality work as quickly as possible.
The Strategic Marketing of Science, Technology, and Medical Journals

This book analyzes the various economic and marketing strategies utilized by the five major STM commercial scholarly journal publishers since 2000. This period has witnessed tremendous economic, marketing, and technological growth including the migration from a print only to a hybrid publishing format. With this growth, the industry has also seen the rise of open access publishing, copyright challenges by websites such as Sci-Hub, the emergence of sharing platforms such as ResearchGate and Academia.edu, as well as the impact of Plan S on publishers, universities, and authors. Given this incredible rate of change across the industry, the author explores the diverse strategies and structures created by the largest STm publishers to decipher their effectiveness in addressing technological, ethical, and copyright issues. Also, he examines how mergers and acquisitions diversified operations, such Elsevier's acquisition of Bepress, SSRN, and SCOPUS, among other platforms. Scrutinizing the different managerial, marketing, technology, and economic-financial strategies crafted by scholarly journal publishers between 2000-2020, this book offers a comprehensive assessment of the industry's attempts to identify, understand, cope with, and minimize or defeat the herculean threats to its business model.