Computer and Information Science » Human-Computer Interaction

Applications of Virtual Reality

Edited by Cecilia Sik Lanyi , ISBN 978-953-51-0583-1, 222 pages, Publisher: InTech, Chapters published May 02, 2012 under CC BY 3.0 license
DOI: 10.5772/2667

Information Technology is growing rapidly. With the birth of high-resolution graphics, high-speed computing and user interaction devices Virtual Reality has emerged as a major new technology in the mid 90es, last century. Virtual Reality technology is currently used in a broad range of applications. The best known are games, movies, simulations, therapy. From a manufacturing standpoint, there are some attractive applications including training, education, collaborative work and learning. This book provides an up-to-date discussion of the current research in Virtual Reality and its applications. It describes the current Virtual Reality state-of-the-art and points out many areas where there is still work to be done. We have chosen certain areas to cover in this book, which we believe will have potential significant impact on Virtual Reality and its applications. This book provides a definitive resource for wide variety of people including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students.

Dr. Cecília Sík Lányi

Dr. Cecília Sik Lányi studied Mathematics and Computer Science (B.S.) – József Attila University (1981) - Mathematics and Computer Science (M.S.) – József Attila University (1984). She became Teacher of Mathematics - Berzsenyi Dániel Teacher Training College in 1988. She obtained the degree of Dr. Univ. at the University of Veszprém, Hungary in Physical-chemistry (1993), and the degree of PhD at the University of Veszprém, Hungary in Computer Science (2000). She has worked as a software engineer and as an associate professor for program languages at the University of Pannonia. Currently she is focused on virtual reality and its application, user interface design, computer graphics for informatics engineering students and using multimedia in the education for teacher training courses. PhD and Masters’ supervision has an emphasis on multimedia/ virtual reality for the rehabilitation of children with disabilities and patients with mental health issues. She got the “Master teacher” award of the Hungarian Ministry of Education in 2001. She has published more than 300 refereed articles and conference papers, and worked as guest editor for many renowned journals. She was the secretariat manager of EDeAN in 2009. She is the representative of Hungary in IFIP Technical Committee 13: Human-Computer Interaction (TC13).

Edited Books

  • Virtual Reality and Environments

    Virtual Reality is clearly interdisciplinary research. It has, not only Information Technology importance but social, educational, economical importance too. It combines multiple disciplines for the development of virtual reality systems in which the user has the immersive feeling of being in the real world. Virtual reality has several applications in almost all fields of real life. The most typical fields for the application of virtual reality are health-care, engineering and game industry. This book may be a solid basis for the novice and advanced engineers who would like to develop user friendly Virtual Environments for education, rehabilitation and other applications of Virtual Reality. Our book provides a resource for wide variety of people including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students.

  • Applications of Virtual Reality

    Information Technology is growing rapidly. With the birth of high-resolution graphics, high-speed computing and user interaction devices Virtual Reality has emerged as a major new technology in the mid 90es, last century. Virtual Reality technology is currently used in a broad range of applications. The best known are games, movies, simulations, therapy. From a manufacturing standpoint, there are some attractive applications including training, education, collaborative work and learning. This book provides an up-to-date discussion of the current research in Virtual Reality and its applications. It describes the current Virtual Reality state-of-the-art and points out many areas where there is still work to be done. We have chosen certain areas to cover in this book, which we believe will have potential significant impact on Virtual Reality and its applications. This book provides a definitive resource for wide variety of people including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students.

  • The Thousand Faces of Virtual Reality NEW
    The Thousand Faces of Virtual Reality

    Virtual Reality (VR) has thousand faces. Why? Because from the moment of VRs birth we use it in every field of our life. VR is based on the development of information technology, computer graphics, and strong high speed hardware. VR has high impact not only on research but on our daily living as well. This book has an aim to present applications, trends and newest development in three main disciplines: health sector, education and industry. In this book several new applications are presented in three sections. The first part of the book deals with health care applications. It is followed by a literature review of Augmented Reality (AR). The second section contains industry field education disciplines. The last part shows several industry applications and research. This book will be useful for researchers, engineers and students.

Publications