Virtual Reality Technology (Peter A. Maxwell)
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- Interesting Topics:
- Immersive Technology Is Presented as an Interface Design Challenge
- Gaming Demonstrates the Distinctive Value of Presence and Active Participation
- Education Uses Virtual Environments for Visualization, Exploration, and Practice
- Healthcare Applications Depend on Safe, Repeatable Simulation and Usable Design
- VR and AR Are Framed as Cross-Industry Tools Rather Than Isolated Consumer Devices
- Read more: https://english.9natree.com/read/B0CDZTVWY5/
Virtual Reality Technology: The future of Gaming, Education, Healthcare is an introductory technology guide by Peter A. Maxwell, published in the Technology 101 series. Available listing information presents the book as a practical overview of virtual reality and augmented reality, with particular attention to design principles, user experience, interaction design, and industry applications. Its stated scope extends beyond entertainment to education, healthcare, retail, manufacturing, architecture, and travel. Rather than treating immersive technology only as a hardware trend, the book appears to frame it as a way of creating digital environments and interfaces that people can understand, navigate, and use effectively. The title foregrounds gaming, education, and healthcare, three fields where immersion can support play, visualization, simulation, and practice. Because detailed chapter-level material is not publicly available, the book is best understood through these verified high-level themes. It is aimed at readers seeking a broad foundation in how VR and AR work as user-facing technologies and why their design choices matter across practical settings.