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

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
R1,817 Discovery Miles 18 170 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

Sega Arcade: Pop-Up History (Hardcover): Keith Stuart Sega Arcade: Pop-Up History (Hardcover)
Keith Stuart
R888 Discovery Miles 8 880 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.

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
R10,590 Discovery Miles 105 900 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.

Haptic Technology - Intelligent Approach to Future Man-Machine Interaction (Hardcover): Ahmad Hoirul Basori, Sharaf J.... Haptic Technology - Intelligent Approach to Future Man-Machine Interaction (Hardcover)
Ahmad Hoirul Basori, Sharaf J. Malebary, Omar M. Barukab
R3,473 Discovery Miles 34 730 Ships in 10 - 15 working days
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
R9,088 Discovery Miles 90 880 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.

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
R7,094 Discovery Miles 70 940 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.

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
R602 Discovery Miles 6 020 Ships in 10 - 15 working days
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
R6,827 Discovery Miles 68 270 Ships in 10 - 15 working days
Emerging Technologies in Virtual Learning Environments (Hardcover): Kim Becnel Emerging Technologies in Virtual Learning Environments (Hardcover)
Kim Becnel
R5,865 Discovery Miles 58 650 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
R7,715 Discovery Miles 77 150 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
R10,783 Discovery Miles 107 830 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
R10,776 Discovery Miles 107 760 Ships in 10 - 15 working days
Virtual Reality: Concepts and Applications (Hardcover): Maxwell Oliver Virtual Reality: Concepts and Applications (Hardcover)
Maxwell Oliver
R3,125 R2,831 Discovery Miles 28 310 Save R294 (9%) Ships in 10 - 15 working days
MOOC (Massive Open Online Courses) (Hardcover): Dragan Cvetkovic MOOC (Massive Open Online Courses) (Hardcover)
Dragan Cvetkovic
R3,528 Discovery Miles 35 280 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
R7,498 Discovery Miles 74 980 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
R2,739 Discovery Miles 27 390 Ships in 12 - 17 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
R5,032 Discovery Miles 50 320 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
R5,234 Discovery Miles 52 340 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.

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
R2,960 Discovery Miles 29 600 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
R5,213 Discovery Miles 52 130 Ships in 12 - 17 working days

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

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
R5,073 Discovery Miles 50 730 Ships in 12 - 17 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
R4,783 Discovery Miles 47 830 Ships in 12 - 17 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.

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
R4,316 Discovery Miles 43 160 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.

Going Virtual - Distributed Communities of Practice (Hardcover): Paul Hildreth Going Virtual - Distributed Communities of Practice (Hardcover)
Paul Hildreth
R2,235 Discovery Miles 22 350 Ships in 12 - 17 working days

Going Virtual: Distributed Communities in Practice contributes to the understanding of how more subtle kinds of knowledge can be managed in a distributed international environment. It describes academic work in the field of Knowledge Management, with a specific focus on the management of knowledge which cannot be managed by the normal capture-codify-store approach and hopes to answer the question, "what is the nature of the more 'subtle' kind of knowledge and how can it be managed in the distributed environment?"

Metaplasticity in Virtual Worlds - Aesthetics and Semantic Concepts (Hardcover, New): Gianluca Mura Metaplasticity in Virtual Worlds - Aesthetics and Semantic Concepts (Hardcover, New)
Gianluca Mura
R5,203 Discovery Miles 52 030 Ships in 12 - 17 working days

The concept of virtual worlds is strongly related to the current innovations of new media communication. As such, it is increasingly imperative to understand the criteria for creating virtual worlds as well as the evolution in system architecture, information visualization and human interaction. Meta-plasticity in Virtual Worlds: Aesthetics and Semantics Concepts provides in-depth coverage of the state-of-the-art among the best international research experiences of virtual world concept creations from a wide range of media culture fields, at the edge of artistic and scientific inquiry and emerging technologies. Written for professionals, researchers, artists and designers, this text is a perfect companion for those who want to improve their understanding of the strategic role of virtual worlds within the development of digital communication.

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