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From Smart Cities to the Metaverse

Games, Immersive Experiences and the Future of Digital Interaction
Buch | Softcover
254 Seiten
2026
CRC Press (Verlag)
978-1-041-11965-4 (ISBN)
CHF 87,25 inkl. MwSt
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This book delivers a comprehensive exploration of the rapidly evolving intersection between immersive technologies and the gaming industry, providing a detailed analysis of current innovations, diverse applications, and the transformative landscape of virtual experiences. It meticulously examines the core technologies driving this evolution, including Augmented Reality (AR), Virtual Reality (VR), and Artificial Intelligence (AI), offering readers a clear and insightful understanding of their impact across various sectors, with a particular emphasis on the dynamic realm of gaming.

The book's key highlights encompass in-depth chapters dedicated to the fundamental technological principles underpinning immersive experiences, practical game design methodologies tailored for these innovative environments, and a critical evaluation of the ethical, social, and environmental considerations associated with the widespread adoption of these technologies. It underscores the profound importance and significant impact of these technologies in enhancing user engagement, fostering groundbreaking innovation, and shaping the future of interactive experiences. By incorporating real-world examples and adopting a forward-looking perspective, it empowers readers with knowledge that transcends the boundaries of gaming, extending its applicability to diverse fields such as urban planning and sustainability initiatives.

This valuable resource is primarily tailored for professionals, and students actively engaged in the fields of game development, immersive technology, and digital media. It caters to individuals at upper undergraduate, and professional levels who seek a deeper comprehension of immersive technologies and their practical applications.

Noradila Nordin was awarded the prestigious King’s Scholarship by the Government of Malaysia to pursue her PhD, at University College London. She is currently a Lecturer at the School of Games & Creative Technology, University for the Creative Arts (UCA) in the United Kingdom. Norliza Katuk is an Associate Professor of Cybersecurity at the School of Computing, Universiti Utara Malaysia (UUM). Her research interests include information security and privacy, and cybersecurity awareness, and she has published widely in international journals and serves as a reviewer for several esteemed publications. Adib Habbal is an Associate Professor of Computer Engineering and the Founding Head of the Innovative Networked Systems (INETs) Research Group at the Faculty of Engineering, Karabük University, Türkiye.

SECTION I: FOUNDATIONS OF GAMES AND IMMERSIVE TECHNOLOGIES 1 IMMERSIVE METAVERSE APPLICATIONS: FROM GAMES TO REALITY, Noradila Nordin, Norliza Katuk and Adib Habbal 2 THE CONVERGENCE OF GAME DEVELOPMENT AND IMMERSIVE TECHNOLOGIES, Tan Chin Ike, John Hii Ing Kieng, Juha Huhtakallio, Jacob Sow Tian You, Sophie Azlan, Siti Azreena Mubin and Zubaida Nila 3 TECHNOLOGICAL FOUNDATIONS IN TRANSFORMING GAMES AND IMMERSIVE REALITIES, Rehab Albeladi 4. THE EVOLUTION OF GAMING IN THE METAVERSE, Juncheng Wang 5. AUGMENTED REALITY STORYTELLING: RE-LIVING THE 1821 KEDAH-SIAM WAR AT KOTA KUALA KEDAH, Noradila Nordin, Husniza Husni, Fakhrul Anuar Aziz and Azizi Ab Aziz 6. VIRTUAL REALITY AND ENVIRONMENTAL INNOVATION IN JAPAN’S SMART CITIES: ILLUMINATING THE PATH TO SUSTAINABILITY, Siti Azreena Mubin, Tan Chin Ike, Muhammad Nur Affendy Nor’a and Yong Jie Wong 7. AUGMENTED REALITY IN SOCIAL WELFARE: DESIGNING IMMERSIVE DONATION EXPERIENCES, Azizah Che Omar, Norhana Yusof and Mohd Adib Abd Muin SECTION III: BUILDING IMMERSIVE AND GAME-DRIVEN DIGITAL WORLDS 8. FROM PLAY TO PRACTICE: GAME-BASED WASTE SORTING EDUCATION FOR CHILDREN, Hanhan Maulana, Herman Surdianto Soegoto, Irfan Dwiguna Sumitra, Rifki Aqila Zaidan, Noraziah Che Pa, Nur Azzah Abu Bakar, and Azham Hussain 9 GAMIFYING ECO-AWARENESS: INSPIRING SUSTAINABLE HABITS IN MALAYSIAN AND INDONESIAN SCHOOLS, Noraziah ChePa, Nur Azzah Abu Bakar, Azham Hussain, Hanhan Maulana, Herman S. Soegoto, Irfan Dwiguna Sumitra and Laura Lim Sie-Yi 10. GAME-BASED INTERVENTIONS FOR DYSLEXIA: USABILITY INSIGHTS FROM DYSPREX AND MAZEDYSLEXIC, Nur Azzah Abu Bakar, Noraziah ChePa and Mohd Adan Omar SECTION IV: SOCIETY AND THE HUMAN EXPERIENCE IN IMMERSIVE WORLDS 11. AVATARS AND DIGITAL IDENTITY IN THE METAVERSE, Lee Kai Lun 12. VIRTUAL REALITY AND THE ELDERLY: IMMERSIVE EXPERIENCES FOR QUALITY OF LIFE, Hafizan Mat Som and Amzari Ghazali 13. AI VS HUMAN JUDGMENT: A COMPARATIVE ANALYSIS OF MYBUDDY APPLICATION AND MANUAL ASSESSMENT IN PREDICTING AT-RISK STUDENTS, Noraziah ChePa, Ahmad Hanis Mohd Shabli, Azizi Ab Aziz, Wan Hussain Wan Ishak and Laura Lim Sie-Yi 14. AI FOR INCLUSION: SIGN LANGUAGE RECOGNITION TO SUPPORT HAJJ PILGRIMS, Muhammad Siddik Hasibuan, Yusuf Ramadhan Nasution, Armansyah, Muhammad Ikhsan, Aidil Halim Lubis and Sriani

Erscheint lt. Verlag 30.4.2026
Zusatzinfo 62 Line drawings, black and white; 62 Illustrations, black and white
Verlagsort London
Sprache englisch
Maße 156 x 234 mm
Themenwelt Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Theorie / Studium Künstliche Intelligenz / Robotik
ISBN-10 1-041-11965-8 / 1041119658
ISBN-13 978-1-041-11965-4 / 9781041119654
Zustand Neuware
Informationen gemäß Produktsicherheitsverordnung (GPSR)
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