A Glance into the Future

In the field of futurology, sometimes referred to as future studies, the goal is to study possible, probable, and preferable futures, and seek a systematic understanding of past and present in order to determine the likelihood of future events and trends 

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Being Really Virtual Immersive Natives and the Future of Virtual Reality

Being Really Virtual

Frank Steinicke

Being Really Virtual Immersive Natives and the Future of Virtual Reality

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Frank Steinicke Human-Computer Interaction Research Group, Department of Informatics Universität Hamburg Hamburg Germany

Whilst we have made every effort to obtain permissions from copyright holders to use the material contained in this book, there have been occasions where we have been unable to locate those concerned. Should holders wish to contact the Publisher, we will be happy to come to an arrangement at the first opportunity. ISBN 978-3-319-43076-8 DOI 10.1007/978-3-319-43078-2

ISBN 978-3-319-43078-2

(eBook)

Library of Congress Control Number: 2016948771 © Springer International Publishing Switzerland 2016 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. Printed on acid-free paper This Springer imprint is published by Springer Nature The registered company is Springer International Publishing AG The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland

With love to our son Frederik, for making our life a real pleasure

Preface

Today’s information and communication technologies (ICT) dominate most economic, cultural, and social practices of our world and have perhaps forever changed the ways how we work together, communicate with each other, or spend our leisure time. These digital technologies play an essential part in our daily life by now, and we cannot imagine living and working without computers, cell phones, email, instant messaging, or the Internet. As a matter of fact, the digital revolution has transferred many of our real-world activities to the virtual world. Examples include, but are not limited to communication, shopping, learning, fabrication, gaming, and even finding friends or life partners. As a result, humans often tend to spend more time in digital virtual worlds than in the real world; with a tendency to rise [1]. Popular examples of such