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Books > Computing & IT > Applications of computing > Virtual reality

Last Gamer Standing (Paperback): Katie Zhao Last Gamer Standing (Paperback)
Katie Zhao
R180 Discovery Miles 1 800 Ships in 12 - 17 working days

Ready Player One meets the action of battle royale video games in this middle-grade sci-fi perfect for fans of Fortnite. To twelve-year-old Reyna Cheng, gaming is everything, so she's thrilled to have the opportunity to attend a gaming summer camp courtesy of Dayhold - the world's biggest VR battle royale game. Reyna is an up-and-coming junior amateur gamer but despite her rising popularity and skills online, no one knows that behind her male avatar is a twelve-year-old Chinese American girl. Gaming is still a boys' club and to protect her true identity against trolls and their harassment, she plays as the mysterious TheRuiNar. When Reyna qualifies for the Dayhold Junior Tournament, she knows she's got what it takes to win the championship title and the $10,000 prize. It's a chance to make a step forward towards her professional esports dreams and to help her family with the costs of her mother's hospital bills. But when she's blackmailed and her identity is threatened to be revealed by an anonymous troll, Reyna has to confront the toxic gaming community head-on. With her dreams and the cash prize on the line, it's game on! Gaming has never been more popular with the tournament in the book reflecting real tournaments such as the Fortnite World Cup Fantastic representation of a Chinese-American character from an own voices author Exhilirating, heartracing experience - Reyna's perspective lets you feel like you're playing the game yourself! REVIEWS OF LAST GAMER STANDING Emotional depth and nuanced representation level up this action-packed, futuristic page-turner. - Kirkus Reviews Combining ruthless online rivalry and real-life dilemmas, Zhao (How We Fall Apart) pushes her inspirational heroine to the limit in the pursuit of success, validation, and financial security. An insular-feeling first-person narration underlines how Reyna's intense focus in the high-pressure environment can leave her feeling isolated. - Publishers Weekly A fantastic and relevant addition to children's literature, in a world where e-sports is just as popular as traditional sports, younger readers and gamers everywhere will love this gem of a book. - The Quiet Pond

Sega Arcade: Pop-Up History (Hardcover): Keith Stuart Sega Arcade: Pop-Up History (Hardcover)
Keith Stuart
R820 Discovery Miles 8 200 Ships in 12 - 17 working days

Sega Arcade: Pop-Up History presents six of the most iconic Sega Taiken 'body sensation' videogame cabinets - Hang-On, Space Harrier, Out Run, After Burner, Thunder Blade and Power Drift - in an innovative form: as dazzling pop-up paper sculptures. Sega Arcade: Pop-Up History is a unique book object, a delight for Sega fans and a love letter to the once-vibrant arcade game scene of the 1980s. Accompanying the 3D model showcase is a written history from Guardian games writer and best-selling novelist, Keith Stuart, punctuated by specially restored production artwork and beautifully reproduced in-game screens. The book features contributions from arcade game innovator Yu Suzuki, who offers first-hand insight into the development of these ground-breaking games and the birth of the Taiken cabinet phenomenon.

Research Handbook on the Law of Virtual and Augmented Reality (Paperback): Woodrow Barfield, Marc J. Blitz Research Handbook on the Law of Virtual and Augmented Reality (Paperback)
Woodrow Barfield, Marc J. Blitz
R1,649 Discovery Miles 16 490 Ships in 12 - 17 working days

The proliferation of virtual and augmented reality technologies into society raise significant questions for judges, legal institutions, and policy makers. For example, when should activities that occur in virtual worlds, or virtual images that are projected into real space (that is, augmented reality), count as protected First Amendment 'speech'? When should they instead count as a nuisance or trespass? Under what circumstances would the copying of virtual images infringe intellectual property laws, or the output of intelligent virtual avatars be patentable inventions or works of authorship eligible for copyright? And when should a person (or computer) face legal consequences for allegedly harmful virtual acts? The Research Handbook on the Law of Virtual and Augmented Reality addresses these questions and others, drawing upon free speech doctrine, criminal law, the law of data protection and privacy, and of jurisdiction, as well as upon potential legal rights for increasingly intelligent virtual avatars in VR worlds. The Handbook offers a comprehensive look at challenges to various legal doctrines raised by the emergence - and increasing use of - virtual and augmented reality worlds, and at how existing law in the USA, Europe, and other jurisdictions might apply to these emerging technologies, or evolve to address them. It also considers what legal questions about virtual and augmented reality are likely to be important, not just for judges and legal scholars, but also for the established businesses and start-ups that wish to make use of, and help shape, these important new technologies. This comprehensive Research Handbook will be an invaluable reference to those looking to keep pace with the dynamic field of virtual and augmented reality, including students and researchers studying intellectual property law as well as legal practitioners, computer scientists, engineers, game designers, and business owners. Contributors include: W. Barfield, P.S. Berman, M.J. Blitz, S.J. Blodgett-Ford, J. Danaher, W. Erlank, J.A.T. Fairfield, J. Garon, G. Hallevy, B. Lewis, H.Y.F. Lim, C. Nwaneri, S.R. Peppet, M. Risch, A.L. Rossow, J. Russo, M. Supponen, A.M. Underhill, B.D. Wassom, A. Williams, G. Yadin

Cases on Virtual Reality Modelling in Healthcare (Hardcover): Yuk Ming Tang, Ho Ho Lun, Ka Yin Chau Cases on Virtual Reality Modelling in Healthcare (Hardcover)
Yuk Ming Tang, Ho Ho Lun, Ka Yin Chau
R9,808 Discovery Miles 98 080 Ships in 10 - 15 working days

Nowadays, Virtual Reality (VR) is commonly used in various applications including entertainment, education and training, manufacturing, medical and rehabilitation. VR not only provides immersive stereoscopic visualization of virtual environments and the visualization effect and computer graphics are critical to enhancing the engagement of participants and thus increases education and training effectiveness. Nevertheless, constructing realistic 3D models and scenarios for a specific application of VR simulation is not an easy task. There are many different tools for 3D modelling such as ZBrush, Blender, SketchUp, AutoCAD, SolidWorks, 3Ds Max, Maya, Rhino3D, CATIA, and more. Many of the modelling tools are very professional and used for manufacturing and product design application. The advanced features and functions may not be applicable to different levels of users and various specialization. This book explores the application of virtual reality in healthcare settings. This includes 3D modelling techniques, texturing, assigning material, and more. It allows for not only modelling and rendering techniques, but modelling, dressing, and animation in healthcare applications. The potential market of readers, including those from the engineering disciplines such as computer sciences/ computer engineering, product designers, and more. Other potential readers are those studying nursing and medicine, healthcare workers, and anyone interested in the development of VR applications for industry use. In addition, this is suitable for readers from other industries that may need to apply virtual reality in their field.

A Game of Life or Death (Paperback): Triona Campbell A Game of Life or Death (Paperback)
Triona Campbell
R207 Discovery Miles 2 070 Ships in 12 - 17 working days

An addictive thriller from the most sensational new voice in YA fiction. When sixteen-year-old Asha Kennedy discovers her older sister Maya's dead body in their home, her world falls apart. Desperate for answers, and to stay out of the hands of the social services she grew up in, Asha turns to her hacker friends for help. Her search leads her to Zu Tech, the hit games studio where Maya was a lead coder. As Asha begins to unravel the riddle of her death, she realises that the only way to uncover the truth is from the inside. Asha ghosts her old life and infiltrates a Zu Tech eSport tournament as they launch 'SHACKLE', the revolutionary Virtual Reality video game Maya was working on - and which hides a monstrous secret... Perfect for fans of The Hunger Games and A Good Girl's Guide to Murder A guaranteed page turner full of heart, tension and twists you won't see coming! The first book in a major new YA series

Emerging Advancements for Virtual and Augmented Reality in Healthcare (Hardcover): Luis Coelho, Ricardo Queiros, Sara Reis Emerging Advancements for Virtual and Augmented Reality in Healthcare (Hardcover)
Luis Coelho, Ricardo Queiros, Sara Reis
R8,415 Discovery Miles 84 150 Ships in 10 - 15 working days

Virtual Reality (VR) is the use of computer technology to construct an environment that is simulated. VR places the user inside and in the center of the experience, unlike conventional user interfaces. Users are immersed and able to connect with 3D environments instead of seeing a screen in front of them. The computer has to role to provide the experiences of the user in this artificial environment by simulating as many senses as possible, such as sight, hearing, touch and smell. In Augmented Reality (AR) we have an enhanced version of the real physical world that is achieved through the use of digital visual elements, sound, or other sensory stimuli delivered via technology. It can be seen as VR imposed into real life. In both VR and AR the experience is composed of a virtual or extended world, an immersion technology, sensory feedback and interactivity. These elements use a multitude of technologies that must work together and presented to the user seamlessly integrated and synchronized. This book is dedicated to applications, new technologies and emerging trends in the fields of virtual reality and augmented reality in healthcare. It is intended to cover technical areas as well as areas of applied intervention. It is expected to cover hardware and software technologies while encompassing all components of the virtual experience. The main goal of this book is to show how to put Virtual Reality in action by linking academic and informatics researchers with professionals who use and need VR in their day-a-day work, with a special focus on healthcare professionals and related areas. The idea is to disseminate and exchange the knowledge, information and technology provided by the international communities in the area of VR, AR and XR throughout the 21st century. Another important goal is to synthesize all the trends, best practices, methodologies, languages and tools which are used to implement VR. In order to shape the future of VR, new paradigms and technologies should be discussed, not forgetting aspects related to regulation and certification of VR technologies, especially in the healthcare area. These last topics are crucial for the standardization of VR. This book will present important achievements and will show how to use VR technologies in a full range of settings able to provide decision support anywhere and anytime using this new approach.

The Metaverse - Gain Insight into The Exciting Future of the Internet (Hardcover): Vicky V Choudhary The Metaverse - Gain Insight into The Exciting Future of the Internet (Hardcover)
Vicky V Choudhary
R534 Discovery Miles 5 340 Ships in 10 - 15 working days
Virtual and Augmented Reality in Education, Art, and Museums (Hardcover): Giuliana Guazzaroni, Anitha S. Pillai Virtual and Augmented Reality in Education, Art, and Museums (Hardcover)
Giuliana Guazzaroni, Anitha S. Pillai
R6,568 Discovery Miles 65 680 Ships in 10 - 15 working days

Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.

Virtual Reality in Education - Breakthroughs in Research and Practice, VOL 1 (Hardcover): Information Reso Management... Virtual Reality in Education - Breakthroughs in Research and Practice, VOL 1 (Hardcover)
Information Reso Management Association
R6,322 Discovery Miles 63 220 Ships in 10 - 15 working days
Emerging Technologies in Virtual Learning Environments (Hardcover): Kim Becnel Emerging Technologies in Virtual Learning Environments (Hardcover)
Kim Becnel
R5,428 Discovery Miles 54 280 Ships in 10 - 15 working days

The emergent phenomena of virtual reality, augmented reality, and mixed reality is having an impact on ways people communicate with technology and with each other. Schools and higher education institutions are embracing these emerging technologies and implementing them at a rapid pace. The challenge, however, is to identify well-defined problems where these innovative technologies can support successful solutions and subsequently determine the efficacy of effective virtual learning environments. Emerging Technologies in Virtual Learning Environments is an essential scholarly research publication that provides a deeper look into 3D virtual environments and how they can be developed and applied for the benefit of student learning and teacher training. This book features a wide range of topics in the areas of science, technology, engineering, arts, and math to ensure a blend of both science and humanities research. Therefore, it is ideal for curriculum developers, instructional designers, teachers, school administrators, higher education faculty, professionals, researchers, and students studying across all academic disciplines.

Strategies and Opportunities for Technology in the Metaverse World (Hardcover): P. -C Lai Strategies and Opportunities for Technology in the Metaverse World (Hardcover)
P. -C Lai
R7,145 Discovery Miles 71 450 Ships in 10 - 15 working days
Virtual and Augmented Reality - Concepts, Methodologies, Tools, and Applications, VOL 3 (Hardcover): Information Reso... Virtual and Augmented Reality - Concepts, Methodologies, Tools, and Applications, VOL 3 (Hardcover)
Information Reso Management Association
R9,992 Discovery Miles 99 920 Ships in 10 - 15 working days
Virtual and Augmented Reality - Concepts, Methodologies, Tools, and Applications, VOL 2 (Hardcover): Information Reso... Virtual and Augmented Reality - Concepts, Methodologies, Tools, and Applications, VOL 2 (Hardcover)
Information Reso Management Association
R9,986 Discovery Miles 99 860 Ships in 10 - 15 working days
Virtual Reality: Concepts and Applications (Hardcover): Maxwell Oliver Virtual Reality: Concepts and Applications (Hardcover)
Maxwell Oliver
R2,969 R2,614 Discovery Miles 26 140 Save R355 (12%) Ships in 10 - 15 working days
Virtual and Augmented Reality in Mental Health Treatment (Hardcover): Giuliana Guazzaroni Virtual and Augmented Reality in Mental Health Treatment (Hardcover)
Giuliana Guazzaroni
R6,942 Discovery Miles 69 420 Ships in 10 - 15 working days

Medical and technological organizations have recently developed therapy and assistance solutions that venture beyond what is considered conventional for individuals with various mental health conditions and behavioral disorders such as autism, Down syndrome, Alzheimer's disease, anxiety disorders, phobias, and learning difficulties. Through the use of virtual and augmented reality, researchers are working to provide alternative therapy methods to treat these conditions, while studying the long-term effects the treatment has on patients. Virtual and Augmented Reality in Mental Health Treatment provides innovative insights into the use and durability of virtual reality as a treatment for various behavioral and emotional disorders and health problems. The content within this publication represents the work of e-learning, digital psychology, and quality of care. It is designed for psychologists, psychiatrists, professionals, medical staff, educators, and researchers, and covers topics centered on medical and therapeutic applications of artificial intelligence and simulated environment.

XR Case Studies - Using Augmented Reality and Virtual Reality Technology in Business (Hardcover, 1st ed. 2021): Timothy Jung,... XR Case Studies - Using Augmented Reality and Virtual Reality Technology in Business (Hardcover, 1st ed. 2021)
Timothy Jung, Jeremy Dalton
R2,544 Discovery Miles 25 440 Ships in 10 - 15 working days

This book presents a comprehensive collection of case studies on augmented reality and virtual realty (AR/VR) applications in various industries. Augmented reality and virtual reality are changing the business landscape, providing opportunities for businesses to offer unique services and experiences to their customers. The case studies provided in this volume explore business uses of the technology across multiple industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and video gaming. The book includes solutions of different maturities as well as those from startups to large enterprises thereby providing a thorough view of how augmented reality and virtual reality can be used in business.

Augmented Reality and Virtual Reality - New Trends in Immersive Technology (Hardcover, 1st ed. 2021): M. Claudia Tom Dieck,... Augmented Reality and Virtual Reality - New Trends in Immersive Technology (Hardcover, 1st ed. 2021)
M. Claudia Tom Dieck, Timothy H. Jung, Sandra M. C. Loureiro
R4,707 Discovery Miles 47 070 Ships in 12 - 17 working days

This book features the latest research in the area of immersive technologies, presented at the 6th International Augmented Reality and Virtual Reality Conference, held in online in 2020. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, health care, tourism, events, fashion, entertainment, retail and the gaming industry. The book is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.

Technologies for Supporting Reasoning Communities and Collaborative Decision Making - Cooperative Approaches (Hardcover): John... Technologies for Supporting Reasoning Communities and Collaborative Decision Making - Cooperative Approaches (Hardcover)
John Yearwood, Andrew Stranieri
R4,899 Discovery Miles 48 990 Ships in 12 - 17 working days

Technologies for Supporting Reasoning Communities and Collaborative Decision Making: Cooperative Approaches includes chapters from diverse fields of enquiry including decision science, political science, argumentation, knowledge management, cognitive psychology and business intelligence. Each chapter illustrates a perspective on group reasoning that ultimately aims to lead to a greater understanding of reasoning communities and inform technological developments.

Virtual and Augmented Reality, Simulation and Serious Games for Education (Hardcover, 1st ed. 2021): Yiyu Cai, Wouter van... Virtual and Augmented Reality, Simulation and Serious Games for Education (Hardcover, 1st ed. 2021)
Yiyu Cai, Wouter van Joolingen, Koen Veermans
R3,990 Discovery Miles 39 900 Ships in 10 - 15 working days

This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of virtual reality, simulations and serious games in school practices. The different approaches highlight challenges and potential solutions and provide future directions for virtual reality, simulation and serious games research, for the design of learning material and for implementation in classrooms. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace virtual reality, simulation and/or serious games in their education.

Simulation and Modeling - Current Technologies and Applications (Hardcover): Asim El Sheikh, Abid Thyab Al Ajeeli, Evon M.... Simulation and Modeling - Current Technologies and Applications (Hardcover)
Asim El Sheikh, Abid Thyab Al Ajeeli, Evon M. Abu-Taieh
R2,764 Discovery Miles 27 640 Ships in 12 - 17 working days

The science of simulation and modeling (SM) is multifaceted and complex due to the numerous applications involved, particularly since SM applications range from nuclear reaction to supermarket queuing. Simulation and Modeling: Current Technologies and Applications offers insight into the computer science aspect of simulation and modeling while integrating the business practices of SM.Simulation and Modeling: Current Technologies and Applications includes current issues related to simulation, such as: Web-based simulation, virtual reality, augmented reality, and artificial intelligence. This book depicts different methods, views, theories, and applications of simulations in one volume.

Computer-mediated Relationships and Trust - Managerial and Organizational Effects (Hardcover): Linda L. Brennan, Victoria... Computer-mediated Relationships and Trust - Managerial and Organizational Effects (Hardcover)
Linda L. Brennan, Victoria Johnson
R4,850 Discovery Miles 48 500 Ships in 10 - 15 working days

'Computer-Mediated Relationships and Trust' examines how building trust is different for managers developing 'virtual' (i.e. computer mediated) relationships.

Sega Dreamcast: Collected Works (Hardcover): Simon Parkin Sega Dreamcast: Collected Works (Hardcover)
Simon Parkin
R854 Discovery Miles 8 540 Ships in 12 - 17 working days

The definitive history of the cult games console, produced in collaboration with Sega. This large format, deluxe hardback features a dazzling collection of never-before-published materials and specially commissioned editorial, offering unprecedented insight into the creation of Sega's last console and its celebrated library of games. A follow-on publication to our acclaimed 2014 release, Sega Mega Drive/Genesis: Collected Works, the book features a rich variety of content: manufacturing prototypes, stunning photography of rare hardware, game development materials, and peerlessly printed game imagery. Accompanying a cache of visual material gleaned from Sega's archives, is an in-depth, interview-led editorial piece by New Yorker contributing writer Simon Parkin. Featuring contributions from Yu Suzuki (Shenmue), Masayoshi Kikuchi (Jet Set Radio/Jet Grind Radio), Naoto Ohshima (Sonic Adventure) and Tetsuya Mizuguchi (Space Channel 5, Rez), this revealing retrospective sheds new light on this pivotal era for SEGA and chronicles the rise and fall of this lauded videogame console.

Innovations in Digital Instruction Through Virtual Environments (Hardcover): Jason D. Dehart Innovations in Digital Instruction Through Virtual Environments (Hardcover)
Jason D. Dehart
R5,931 Discovery Miles 59 310 Ships in 10 - 15 working days

The implementation of virtual environments in education has been rapidly increasing in frequency after the COVID-19 pandemic. As these technologies rise in popularity, it is essential to understand the roles digital technologies play in fostering connections and learning, the affordances of digital texts and spaces for virtual classroom experiences, the difficulties educators have faced and how these practices have been crafted to meet these challenges, and more. Innovations in Digital Instruction Through Virtual Environments advances knowledge about the pedagogical decisions and lived experiences of researchers and educators both before and after the COVID-19 pandemic. It features research from those who have worked to sustain and develop digital/media pedagogical practices. Covering topics such as active learning environments, emotional labor, and textual engagements, this premier reference source is an excellent resource for educators and administrators of both K-12 and higher education, pre-service teachers, teacher educators, librarians, researchers, and academicians.

Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare (Hardcover): Klaus Bredl, Wolfgang... Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare (Hardcover)
Klaus Bredl, Wolfgang Boesche
R4,722 Discovery Miles 47 220 Ships in 10 - 15 working days

Too often the suggestion of using games and virtual environments in an educational setting is met with skepticism and objections. Many traditionally-oriented educators are simply not aware of the benefits that come from implementing digital games into an instructional environment. Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare seeks to counter these doubts by explaining how digital environments can easily become familiar and beneficial for educational and professional development. Highlighting techniques beyond the traditional practice, this reference source is useful for researchers, academics, professionals, and students interested in the benefits to implementing these games into various aspects of our environment.

Interactive Web-based Virtual Reality with Java 3D (Hardcover): Chi Chung Ko, Chang Dong Cheng Interactive Web-based Virtual Reality with Java 3D (Hardcover)
Chi Chung Ko, Chang Dong Cheng
R4,444 Discovery Miles 44 440 Ships in 10 - 15 working days

With the emergence of the Java 3D API, the creation of high quality 3D animated graphics for Java applications and applets becomes a possibility. With numerous aspects of the business, science, medical, and educational fields implementing this technology, the need for familiarity of Java 3D amplifies.""Interactive Web-Based Virtual Reality with Java 3D"" provides both advanced and novice programmers with comprehensive, detailed coverage of all of the important issues in Java 3D. This essential book delivers illustrations of essential keywords, syntax, and methods to provide an easy-to-read learning experience for the reader.

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