1st Edition

Extended Realities, Virtual Environment, and Interactive Experiences

370 Pages 9 Color & 89 B/W Illustrations
by CRC Press

370 Pages 9 Color & 89 B/W Illustrations
by CRC Press

Technologies, applications and practices for virtual environments create interactive and immersive experiences and blend the transitions and permeabilities between the virtual and physical world. In a world rapidly embracing technological innovation, the book serves as an illuminating guide to the dynamic and multifaceted landscapes of Extended Reality (XR). It explores a wide array of topics at... Read more

Preface

Özge Cordan, Mehmet İlker Berkman, Demet Arslan Dinçay and Güven Çatak

 

1. Introduction: Experience in Extended Realities

Mehmet İlker Berkman

 

2. Navigating Identities: Avatar Customization and Transgender Experiences in Social VR

Joona Wiik, Tomi “bgt” Suovuo, Lotta Kähkönen and Jouni Smed

 

3. Exploring Interactive Storytelling in Virtual Reality for Teaching Quantum Physics and Computation: A Comparative Analysis of Qwiz and Qplayground
Natasha Skult, Laura Piispanen and Jouni Smed

 

4. Using VR Technology for Teaching Letterpress
Çetin Tüker, Selen Başer Nejat and Başak Ürkmez

 

5. A Survey of the Use of Extended Reality and Spatial Computing in the Aviation Industry
Sercan Şengün and Melike Bezgin

 

 6. Non-Conventional Virtual Reality Mechanics
Taneli Nyyssönen, Teijo Lehtonen and Jouni Smed

 

7. Knowledge Through Virtual Art: Systems of Didactic Communication
Frederico Fialho Teixeria, Müge Belek Fialho Teixeira

 

8. Development of a Systems Modeling Language Framework in Virtual Reality and Mixed Reality Environments: A Comparative Analysis
Kaan Karatas and Elif Surer

 

9. Custom Manufacturing 4.0: Identifying Emerging Augmented Fabrication Workflows to Support SME Advancement in the AEC industry
Anthony P. Franzè, Glenda A. Caldwell, Müge Belek Fialho Teixeira and Markus Rittenbruch

 

10. Workflow for Augmented Reality Aided Design to Advanced Manufacturing: From Sketch to Robotic Assembly of Parametric Prototypes
Maryam Shafiei, Frederico Fialho Teixeira, Islam Mashaly and Jurij Karlovsek

 

11. Extended Reality in Human-Robot Collaboration: Present and Future
Yuan Liu, Glenda Caldwell, Müge Belek Fialho Teixeira, Markus Rittenbruch, Alan Burden and Matthias Guertler

 

12. VR Environments for Architectural Education: Feasibility, Development, Integration and Evaluation of VR Prototypes 
Anastasia Globa, Kun Lyu, Muhammed Yildirim and Ozgur Gocer

 

13. I Like Your New Eyes: Representation of Extended Reality Technologies in Tabletop Roleplaying Games 
Tonguc Sezen and Digdem Sezen

 

14. Enhancing Earthquake Preparedness and Awareness: A Virtual Reality Serious Game for Residential Interiors 
Merve Öksüz, Özge Cordan and Güven Çatak

 

15. Regenerating a Memory Place in the Virtual World: Taşkisla
Demet Arslan Dinçay

 

Index

Biography

Özge Cordan is a full-time Professor at Istanbul Technical University (ITU), Department of Interior Architecture. She was the national coordinator of the International Masters of Interior Architectural Design Program (IMIAD) between 2008-2018 and the international coordinator of the IMIAD Program between 2010-2015 and the deputy head of the Interior Architecture Department between 2008-2010. She currently serves as the department head. She worked as visiting scholar at College of Design, Architecture, Art, and Planning (DAAP), University of Cincinnati between 2007 and 2008. She has supervised many completed and ongoing master's theses and teaches in both undergraduate and graduate programs. Her main research focus includes gamification and design, interior architecture and education, and inclusive design. Besides her research projects regarding interiors, she completed an EU Erasmus+ project (PUDCAD- Practicing Universal Design Principles in Design Education through a CAD-based Game) with Demet Arslan Dinçay in 2020. She is one of the editors of the “Game + Education” proceedings volume.

 

Mehmet Ilker Berkman is a faculty member at Communication Design Department in Bahçeşehir University (BAU), is actively engaged in research related to human-computer interaction. His expertise lies in user-centered design methods and interactive media design. He specializes in psychometrics in order to develop research tools for subjective assessment of user experience. Dr. Berkman holds an M.A. in interactive media design, an M.Sc. in information technologies, and a Ph.D. in computer engineering. His recent research focus centres around games user research, with a particular emphasis on virtual reality gaming with head-mounted displays.

 

Güven Çatak is a full-time Associate Professor at Bahçeşehir University (BAU). He’s head of the Department of Digital Game Design and the Game Design Graduate Program coordinator.  He’s also founder director of the BAU gaming structure, “BUG Lab”. His main research areas are serious games, social impact games and cinematography and new techs in gaming. He worked in various gaming related EU Erasmus+ projects as a researcher and producer. Dr. Çatak holds an M.Arch and Ph.D. in architecture and computational design.

 

Demet Arslan Dinçay is an associate Professor at Istanbul Technical University (ITU), Department of Interior Architecture, where she also serves as the coordinator of the International Masters of Interior Architectural Design Program (IMIAD). She was the vice dean of the ITU Faculty of Architecture between 2020-2022. She has been in the USA, Auburn University College of Architecture, Design, and Construction 2018-2019 academic year. Her research interests include interior design, cinematic spaces, and inclusive design in interior architecture. Currently, she is working on the application of virtual environments, as well as virtual and augmented reality, in interior architecture and the integration of AI-generated models in interior design education. In 2020, as co-coordinator with Ozge Cordan, she completed an EU Erasmus + project (PUDCAD- Practicing Universal Design Principles in Design Education through a CAD-based Game) that connected her major interests in inclusive design and virtual environments. She is one of the editors of the “Game + Education” proceedings volume.