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1

Cudworth, Ann Latham. Virtual world design: Creating immersive virtual environments. CRC Press, Taylor & Francis, 2014.

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2

Fröhlich, Bernd, Joachim Deisinger, and Hans-Jörg Bullinger, eds. Immersive Projection Technology and Virtual Environments 2001. Springer Vienna, 2001. http://dx.doi.org/10.1007/978-3-7091-6221-7.

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3

D'Agustino, Steven. Immersive environments, augmented realities, and virtual worlds: Assessing future trends in education. Information Science Reference, 2013.

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4

Nath, Shachindra. Emotion based narratives: a new approach in creating story experiences in immersive virtual environments: M.A. Communication Design Thesis 2001. Central Saint Martins College of Art & Design, 2001.

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5

Griffiths, Alison. Shivers down your spine: Cinema, museums, and the immersive view. Columbia University Press, 2008.

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6

Michael, Kelley, and Institute for Computer Applications in Science and Engineering., eds. Tracking a turbulent spot in an immersive environment. Institute for Computer Applications in Science and Engineering, NASA Langley Research Center, 1995.

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7

Michael, Kelley, and Institute for Computer Applications in Science and Engineering., eds. Tracking a turbulent spot in an immersive environment. Institute for Computer Applications in Science and Engineering, NASA Langley Research Center, 1995.

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8

Skopowski, Paul F. Immersive articulation of the human upper body in a virtual environment. Naval Postgraduate School, 1996.

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9

Lamson, Ralph J. Virtual therapy: Prevention and treatment of psychiatric conditions by immersion in virtual reality environments. Polytechnic International Press, 1997.

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10

Quintin, Geneviève. Age- and dementia-related differences in spatial navigation of an immersive virtual environment. National Library of Canada, 2002.

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11

Steed, Anthony James. Defining interaction within immersive virtual environments. 1996.

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12

Cases on Immersive Virtual Reality Techniques. IGI Global, 2019.

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13

Frohlich, B. Immersive Projection Technology and Virtual Environments 2001. Island Press, 2001.

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14

Deisinger, J. Immersive Projection Techniques and Virtual Environments 2003. A K Peters, 2003.

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15

Russell, Donna. Implementing Augmented Reality into Immersive Virtual Learning Environments. IGI Global, 2020.

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16

Russell, Donna. Implementing Augmented Reality into Immersive Virtual Learning Environments. IGI Global, 2020.

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17

Russell, Donna. Implementing Augmented Reality into Immersive Virtual Learning Environments. IGI Global, 2020.

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18

Russell, Donna. Implementing Augmented Reality into Immersive Virtual Learning Environments. IGI Global, 2020.

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19

Russell, Donna. Implementing Augmented Reality into Immersive Virtual Learning Environments. IGI Global, 2021.

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20

Engaging the avatar: New frontiers in immersive education. Information Age Pub., 2012.

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21

Franks, Patricia C., Lori A. Bell, and Rhonda B. Trueman, eds. Teaching and Learning in Virtual Environments. ABC-CLIO, LLC, 2016. http://dx.doi.org/10.5040/9798216022831.

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Useful to school librarians, teachers, and faculty, this book explains the range of possibilities for creating immersive learning experiences through the use of virtual worlds, virtual simulations, virtual collections, exhibits by libraries and museums, and archives. There is a renaissance occurring in education with immersive learning via virtual applications and environments, even at the elementary school level. This widespread new movement is happening over more platforms than before—Second Life, Open Sim, Unity3D, Curio, and others. Teaching and Learning in Virtual Environments: Archives,
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22

Walsh, Aaron E., Rainer Malaka, Martin Ebner, Johanna Pirker, and Kai Erenli. Immersive Education: 4th European Summit, EiED 2014, Vienna, Austria, November 24-26, 2014, Revised Selected Papers. Springer, 2015.

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23

Walsh, Aaron E., Rainer Malaka, Martin Ebner, Johanna Pirker, and Kai Erenli. Immersive Education: 4th European Summit, EiED 2014, Vienna, Austria, November 24-26, 2014, Revised Selected Papers. Springer London, Limited, 2015.

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24

Ivory, James D. Virtual Lives. ABC-CLIO, LLC, 2012. http://dx.doi.org/10.5040/9798216032533.

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This book is the THE source for information on virtual worlds, covering every aspect of this intriguing and fast-changing social practice and the technologies upon which it rests. Virtual Lives: A Reference Handbook describes the history, development, and role of virtual worlds, also known as virtual environments and immersive virtual environments. It provides detailed background about virtual worlds and their societal impact, from early precursors and inspirations to the latest trends and developments. Specifics on user demographics are included, as are descriptions of virtual worlds' functio
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25

Security In Virtual Worlds 3d Webs And Immersive Environments Models For Development Interaction And Management. Information Science Publishing, 2010.

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26

Scelsi, Christina, and Ross Alan Dannenberg. Computer Games and Immersive Entertainment: Next Frontiers in Intellectual Property Law, Second Edition. American Bar Association, 2020.

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27

Deisinger, J., H. J. Bullinger, and B. öhlich. Immersive Projection Technology and Virtual Environments 2001: Proceedings of the Eurographics Workshop in Stuttgart, Germany, May 16-18 2001. Springer London, Limited, 2012.

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28

(Editor), B. Fröhlich, J. Deisinger (Editor), and H. J. Bullinger (Editor), eds. Immersive Projection Technology and Virtual Environments 2001: Proceedings of the Eurographics Workshop, Stuttgart, Germany, May 16-18, 2001 (Eurographics). Springer, 2001.

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29

Griffiths, Alison. Shivers Down Your Spine: Cinema and the History of the Immersive View (Film and Culture Series). Columbia University Press, 2008.

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30

Toscano, Aaron A. Video Games and American Culture. The Rowman & Littlefield Publishing Group, 2019. https://doi.org/10.5040/9781978738393.

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Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture repr
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31

Kearney, James. Shakespearean Ethics in Extremity. Oxford University PressOxford, 2025. https://doi.org/10.1093/9780198954590.001.0001.

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Abstract Shakespearean Ethics in Extremity addresses forms of ethical experience on the Shakespearean stage. Early modern theater traffics in the vicarious experience of ethics, often ethics in some extreme or impossible circumstance. What does it feel like to be enjoined to avenge your father’s murder? What is it like to banish your daughter or disavow your community? To murder? This book contends that Shakespearean theater, fundamentally oriented to the experiential, invites its audiences to entertain and to be entertained by what the philosopher Bernard Williams calls “a phenomenology of th
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