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

Implications of Social Media Use in Personal and Professional Settings (Hardcover): Vladlena Benson, Stephanie Morgan Implications of Social Media Use in Personal and Professional Settings (Hardcover)
Vladlena Benson, Stephanie Morgan
R5,633 Discovery Miles 56 330 Ships in 12 - 17 working days

Social technology is quickly becoming a vital tool in our personal, educational, and professional lives. However, while social networking helps the world stay connected, its use must be further examined in order to determine any possible pitfalls associated with the use of this technology. Implications of Social Media Use in Personal and Professional Settings investigates the paradoxical nature of social networking in our personal lives and in the workplace. Highlighting emergent research and psychological impacts, this publication is an indispensable reference source for academics, researchers, and professionals interested in the application of social media, as well as the positive aspects and detrimental effects of the usage of these technologies.

The Aesthetics of Videogames (Paperback): Jon Robson, Grant Tavinor The Aesthetics of Videogames (Paperback)
Jon Robson, Grant Tavinor
R1,486 Discovery Miles 14 860 Ships in 12 - 17 working days

This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. The Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form.

Re-thinking Leisure in a Digital Age (Paperback): Michael Silk, Brad Millington, Emma Rich, Anthony Bush Re-thinking Leisure in a Digital Age (Paperback)
Michael Silk, Brad Millington, Emma Rich, Anthony Bush
R1,388 Discovery Miles 13 880 Ships in 12 - 17 working days

Digital worlds and cultures-social media, web 2.0, youtube, wearable technologies, health and fitness apps-dominate, if not order, our everyday lives. We are no longer 'just' consumers or readers of digital culture but active producers through facebook, twitter, Instagram, youtube and other emerging technologies. This book is predicated on the assumption that out understanding of our everyday lives should be informed by what is taking place in and through emerging technologies given these (virtual) environments provide a crucial context where traditional, categorical assumptions about the body, identity and leisure may be contested. Far from being 'virtual', the body is constituted within and through emerging technologies in material ways. Recent 'moral panics' over the role of digital cultures in teen suicide, digital drinking games, an endless array of homoerotic images of young bodies being linked with steroid use, disordered eating and body dissatisfaction, facebook games/fundraising campaigns (e.g. for breast cancer), movements devoted to exposing 'everyday sexism' / metoo, twitter abuse (of feminists, of athletes, of racist nature to name but a few), speak to the need for critical engagement with digital cultures. While some of the earlier techno-utopian visions offered the promise of digitality to give rise to participatory, user generator collaborations, within this book we provide critical engagement with digital technologies and what this means for our understandings of leisure cultures. The chapters originally published in a special issue in Leisure Studies.

Gamification for Tourism (Hardcover): Feifei Xu, Dimitrios Buhalis Gamification for Tourism (Hardcover)
Feifei Xu, Dimitrios Buhalis
R3,673 Discovery Miles 36 730 Ships in 12 - 17 working days

This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.

Information Sources for Virtual Reality - A Research Guide (Hardcover, New): Robert Carande Information Sources for Virtual Reality - A Research Guide (Hardcover, New)
Robert Carande
R1,420 Discovery Miles 14 200 Ships in 10 - 15 working days

This reference identifies information resources concerning virtual reality and provides detailed instruction on how to use these resources in an effective research strategy. Most of the chapters overview particular types of information sources, such as periodical and citation indexes, conference proceedings, technical reports, dissertations, and monographs. The chapters explain how to use these tools to gather information about virtual reality, and discussions of key resources are always placed in the larger context of information-gathering strategies specific to the field. Most of the resources are available in large public and academic libraries. The volume does not presuppose sophisticated technical knowledge of libraries, and it is written for the student and general researcher. The volume concludes with a set of algorithms that can be used to locate resources in the most typical searches, and a list of producers and publishers of related material.

Virtual Reality Headsets - A Theoretical and Pragmatic Approach (Paperback): Philippe Fuchs Virtual Reality Headsets - A Theoretical and Pragmatic Approach (Paperback)
Philippe Fuchs
R1,613 Discovery Miles 16 130 Ships in 12 - 17 working days

The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers and professionals. The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3I(2) model''. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges.

Subjective Experiences of Interactive Nostalgia (Paperback, New edition): Ryan Lizardi Subjective Experiences of Interactive Nostalgia (Paperback, New edition)
Ryan Lizardi
R1,128 Discovery Miles 11 280 Ships in 12 - 17 working days

From explorations of video game series to Netflix shows to Facebook timelines, Subjective Experiences of Interactive Nostalgia helps readers understand what it is actually like to be nostalgic in a world that increasingly asks us to interact with our past. Interdisciplinary authors tackle the subject from historical, philosophical, rhetorical, sociological, and economic perspectives, all the while asking big questions about what it means to be asked to be active participants in our own mediated histories. Scholars and pop culture enthusiasts alike will find something to love as this collection moves from a look at traditional interactive media, such as video games, to nostalgia within all things digital and ends with a rethinking of the potentials of nostalgia itself.

Subjective Experiences of Interactive Nostalgia (Hardcover, New edition): Ryan Lizardi Subjective Experiences of Interactive Nostalgia (Hardcover, New edition)
Ryan Lizardi
R2,790 Discovery Miles 27 900 Ships in 12 - 17 working days

From explorations of video game series to Netflix shows to Facebook timelines, Subjective Experiences of Interactive Nostalgia helps readers understand what it is actually like to be nostalgic in a world that increasingly asks us to interact with our past. Interdisciplinary authors tackle the subject from historical, philosophical, rhetorical, sociological, and economic perspectives, all the while asking big questions about what it means to be asked to be active participants in our own mediated histories. Scholars and pop culture enthusiasts alike will find something to love as this collection moves from a look at traditional interactive media, such as video games, to nostalgia within all things digital and ends with a rethinking of the potentials of nostalgia itself.

The Metaverse Handbook: Innovating for the Internet's Next Tectonic Shift (Hardcover): Q Terry The Metaverse Handbook: Innovating for the Internet's Next Tectonic Shift (Hardcover)
Q Terry
R567 Discovery Miles 5 670 Ships in 12 - 17 working days

The metaverse is here. Are you ready? In The Metaverse Handbook: Innovating for the Internet's Next Tectonic Shift, a duo of experienced tech and culture experts delivers a can't-miss guide to participating in the most promising new technology since the advent of the web. Through dozens of metaverse creator case studies and concise, actionable insights, you'll walk away from this book understanding how to explore and implement the latest metaverse tech emerging from blockchain, XR, and web3. In The Metaverse Handbook, you'll discover: What the metaverse is, why you should care about it, and how to build your metaverse strategy The history of the metaverse and primers on critical technologies driving the metaverse, including non-fungible tokens, XR, the blockchain, and web3 How to unearth unique metaverse opportunities in digital communities, commerce, and immersive experiences As the metaverse has rapidly become the technology platform and marketing buzzword of the future, this new reality for companies, creators, and consumers is not easily understood at the surface level. Those who aim to be at the forefront of this exciting new arena must first understand the foundations and central technologies of the metaverse. An essential resource for digital professionals, creators, and business leaders in the vanguard of the coming technology revolution, The Metaverse Handbook provides the go-to roadmap for your journey into the metaverse.

Working with Video Gamers and Games in Therapy - A Clinician's Guide (Hardcover): Anthony M. Bean Working with Video Gamers and Games in Therapy - A Clinician's Guide (Hardcover)
Anthony M. Bean
R5,235 R3,945 Discovery Miles 39 450 Save R1,290 (25%) Ships in 12 - 17 working days

Working with Video Gamers and Games in Therapy moves beyond stereotypes about video game addiction and violence to consider the role that games play in psychological experiences and mental health. Chapters examine the factors that compel individual gamers to select and identify with particular games and characters, as well as the different play styles, genres, and archetypes common in video games. For clinicians looking to understand their clients' relationships with video games or to use games as a therapeutic resource in their own practice, this is a thoughtful, comprehensive, and timely resource.

VR Developer Gems (Paperback): William R. Sherman VR Developer Gems (Paperback)
William R. Sherman
R1,468 Discovery Miles 14 680 Ships in 12 - 17 working days

This book takes the practicality of other "Gems" series such as "Graphics Gems" and "Game Programming Gems" and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 "tips", each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code. Key Features Sections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that expand their repertoire.

Virtual & Augmented Reality For Dummies (Paperback): P Mealy Virtual & Augmented Reality For Dummies (Paperback)
P Mealy
R713 R551 Discovery Miles 5 510 Save R162 (23%) Ships in 9 - 15 working days

An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they're being used, and how they'll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed--and that's where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird's eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.

Hearthstone: Innkeeper's Tavern Cookbook (Hardcover): Chelsea Monroe-Cassel Hearthstone: Innkeeper's Tavern Cookbook (Hardcover)
Chelsea Monroe-Cassel 1
R540 R407 Discovery Miles 4 070 Save R133 (25%) Ships in 12 - 17 working days

A compendium of sweet and savoury recipes inspired by Blizzard's hit online card game, Hearthstone: Heroes of Warcraft. Featuring a dynamic in-world design, this fun and engaging cookbook is an exciting follow-up to World of Warcraft: The Official Cookbook. Including food pairings for each dish and tips on adapting meals to specific diets, this portable little cookbook is the perfect culinary guide for weary travellers from Azeroth and beyond.

Storytelling for Virtual Reality - Methods and Principles for Crafting Immersive Narratives (Hardcover): John Buche'r Storytelling for Virtual Reality - Methods and Principles for Crafting Immersive Narratives (Hardcover)
John Buche'r
R5,044 Discovery Miles 50 440 Ships in 12 - 17 working days

Storytelling for Virtual Reality serves as a bridge between students of new media and professionals working between the emerging world of VR technology and the art form of classical storytelling. Rather than examining purely the technical, the text focuses on the narrative and how stories can best be structured, created, and then told in virtual immersive spaces. Author John Bucher examines the timeless principles of storytelling and how they are being applied, transformed, and transcended in Virtual Reality. Interviews, conversations, and case studies with both pioneers and innovators in VR storytelling are featured, including industry leaders at LucasFilm, 20th Century Fox, Oculus, Insomniac Games, and Google. For more information about story, Virtual Reality, this book, and its author, please visit StorytellingforVR.com

Creating Second Lives - Community, Identity and Spatiality as Constructions of the Virtual (Paperback): Astrid Ensslin, Eben... Creating Second Lives - Community, Identity and Spatiality as Constructions of the Virtual (Paperback)
Astrid Ensslin, Eben Muse
R1,440 Discovery Miles 14 400 Ships in 12 - 17 working days

This book aims to provide insights into how 'second lives' in the sense of virtual identities and communities are constructed textually, semiotically and discursively, specifically in the online environment Second Life and Massively Multiplayer Online Games such as World of Warcraft. The book's philosophy is multi-disciplinary and its goal is to explore the question of how we as gamers and residents of virtual worlds construct alternative online realities in a variety of ways. Of particular significance to this endeavour are conceptions of the body in cyberspace and of spatiality, which manifests itself in 'natural' and built environments as well as the triad of space, place and landscape. The contributors' disciplinary backgrounds include media, communication, cultural and literary studies, and they examine issues of reception and production, identity, community, gender, spatiality, natural and built environments using a plethora of methodological approaches ranging from theoretical and philosophical contemplation through social semiotics to corpus-based discourse analysis.

Cyberspace/Cyberbodies/Cyberpunk - Cultures of Technological Embodiment (Hardcover): Mike Featherstone, Roger Burrows Cyberspace/Cyberbodies/Cyberpunk - Cultures of Technological Embodiment (Hardcover)
Mike Featherstone, Roger Burrows
R5,822 Discovery Miles 58 220 Ships in 12 - 17 working days

How can we interpret cyberspace? What is the place of the embodied human agent in the virtual world? This innovative collection explores the emerging arena of cyberspace and the challenges it presents for the social and cultural forms of the human body. Cyberspace/Cyberbodies/Cyberpunk shows how changing relationships between body and technology offer new arenas for cultural representations. At the same time, the contributors consider the realities of human embodiment and the limits of virtual worlds. Topics examined include technological body modifications, replacements and prosthetics, bodies in cyberspace, virtual environments and cyborg culture, cultural representations of technological embodiment in visual and literary productions, and cyberpunk science fiction as a prefigurative social and cultural theory. Academics and students in cultural studies, popular culture, communication, sociology of culture, philosophy will appreciate this intriguing volume, as will general readers with an interest in the Internet.

Virtual Reality and Animation for MATLAB (R) and Simulink (R) Users - Visualization of Dynamic Models and Control Simulations... Virtual Reality and Animation for MATLAB (R) and Simulink (R) Users - Visualization of Dynamic Models and Control Simulations (Hardcover, 2012)
Nassim Khaled
R1,596 Discovery Miles 15 960 Ships in 10 - 15 working days

About this book * Gives the reader hands on example-base experience for simulating dynamical models in MATLAB (R)/Simulink (R) and animating them in VRML * More than 150 images describe each step in the model realizations helping readers to understand them visually * Diverse examples and profound problem treatment enable the reader to animate complex dynamical problems m-files, Simulink models, VRML files and jpegs available for download provide full solutions for the end-of-chapter problems Virtual Reality and Animation for MATLAB (R) and Simulink (R) Users demonstrates the simulation and animation of physical systems using the MATLAB (R) Virtual Reality Toolbox (virtual models are created in V-Realm Builder). The book is divided into two parts; the first addresses MATLAB (R) and the second Simulink (R). The presentation is problem-based with each chapter teaching the reader a group of essential principles in the context of a step-by-step solution to a particular issue. Examples of the systems covered include mass-spring-dampers, a crank-slider mechanism and a moving vehicle. The examples are given in ascending level of difficulty and contain MATLAB (R)/Simulink (R) codes deliberately simplified so that readers can focus on: * understanding how to link a 3-d virtual scene to MATLAB (R)/Simulink (R); and * manipulating the 3-d virtual scene in MATLAB (R)/Simulink (R). When studied in sequence, the chapters of this text form a coherent whole enabling the reader to gain a thorough expertise in virtual simulation and animation of dynamical models using MATLAB (R)/Simulink (R). Individual chapters stand on their own, however, so that readers interested in a particular system can concentrate on it easily. Problems are provided in each chapter to give practice in the techniques demonstrated and to extend the range of the systems studied, for example, into the control sphere. Solution code for these problems can be downloaded from insert URL. Whether modeling the dynamics of a simple pendulum, a robot arm or a moving car, animation of a dynamical model can enliven and encourage understanding of mechanical systems and thus contribute to control design. Virtual Reality and Animation for MATLAB (R) and Simulink (R) Users will be instructive and interesting to anyone, researcher or student, working with the dynamics of physical systems. Readers are assumed to have some familiarity with MATLAB (R).

The Fantasy Sport Industry - Games within Games (Hardcover): Andrew Billings, Brody Ruihley The Fantasy Sport Industry - Games within Games (Hardcover)
Andrew Billings, Brody Ruihley
R4,713 Discovery Miles 47 130 Ships in 12 - 17 working days

Fantasy sport has become big business. Recent estimates suggest that there as many as 33 million fantasy sport participants in the US alone, spending $3bn annually, with many millions more around the world. This is the first in-depth study of fantasy sport as a cultural and social phenomenon and a significant and growing component of the contemporary sports economy. This book presents an overview of the history of fantasy sport and its close connection to innovations in sports media. Drawing on extensive empirical research, it offers an analysis of the demographics of fantasy sport, the motivations of fantasy sport players and their significance as heavy consumers of sport media and as ultra-fans. It also draws cross-cultural comparisons between fantasy sport players in the US, UK, Europe and beyond. The Fantasy Sport Industry examines the key commercial and media stakeholders in the production and development of fantasy sport, and points to new directions for the fantasy sport industry within modern sport business. It is therefore, fascinating reading for any student, scholar or professional with an interest in sports media, sports business, fandom, the relationship between sport and society, or cultural studies.

Real Drugs in a Virtual World - Drug Discourse and Community Online (Paperback): Edward Murguia, Melissa Tackett-Gibson, Ann... Real Drugs in a Virtual World - Drug Discourse and Community Online (Paperback)
Edward Murguia, Melissa Tackett-Gibson, Ann Lessem; Contributions by Azzurra Crispino, Sarah N. Gatson, …
R1,340 Discovery Miles 13 400 Ships in 12 - 17 working days

Drug Abuse (NIDA) funded research project on drug information and online drug-related communities. The editors of this pivotal text, Edward Murguia, Ann Lessem, and Melissa Tackett-Gibson, elevate the debate about drug use and the Internet from a polemic discourse to social scientific investigation. The essays confront issues related to the study of drug communication online, including the causal factors of abuse as discussed in online forums, the relationship between music and drug use in virtual communities, and the ways in which individuals assess the accuracy of online drug information. This book highlights the variety of ways to examine drug use as a social problem and presents several theoretical perspectives valuable to online research. Real Drugs in a Virtual World is an enlightening and thought provoking read that will appeal to sociology students and those interested in virtual communities.

Learner Autonomy and CALL Environments (Paperback): Klaus Schwienhorst Learner Autonomy and CALL Environments (Paperback)
Klaus Schwienhorst
R1,149 R513 Discovery Miles 5 130 Save R636 (55%) Ships in 12 - 17 working days

This volume brings together two prominent strands in second language acquisition theory and research: the concept of learner autonomy and computer-assisted language learning (CALL). Learner autonomy supports learners in becoming more reflective and communicative and in experimenting with language and language learning. CALL environments offer more and qualitatively different opportunities for learner autonomy than the traditional language classroom. This book offers researchers a starting point into researching learner autonomy in CALL contexts and offers teachers practical advice on chances and pitfalls in realizing learner autonomy goals in the CALL-supported classroom.

Creating Second Lives - Community, Identity and Spatiality as Constructions of the Virtual (Hardcover): Astrid Ensslin, Eben... Creating Second Lives - Community, Identity and Spatiality as Constructions of the Virtual (Hardcover)
Astrid Ensslin, Eben Muse
R4,721 Discovery Miles 47 210 Ships in 12 - 17 working days

This book aims to provide insights into how ?second lives? in the sense of virtual identities and communities are constructed textually, semiotically and discursively, specifically in the online environment Second Life and Massively Multiplayer Online Games such as World of Warcraft. The book's philosophy is multi-disciplinary and its goal is to explore the question of how we as gamers and residents of virtual worlds construct alternative online realities in a variety of ways. Of particular significance to this endeavour are conceptions of the body in cyberspace and of spatiality, which manifests itself in ?natural? and built environments as well as the triad of space, place and landscape. The contributors? disciplinary backgrounds include media, communication, cultural and literary studies, and they examine issues of reception and production, identity, community, gender, spatiality, natural and built environments using a plethora of methodological approaches ranging from theoretical and philosophical contemplation through social semiotics to corpus-based discourse analysis.

Relationships 5.0 - How AI, VR, and Robots Will Reshape Our Emotional Lives (Hardcover): Elyakim Kislev Relationships 5.0 - How AI, VR, and Robots Will Reshape Our Emotional Lives (Hardcover)
Elyakim Kislev
R694 Discovery Miles 6 940 Ships in 10 - 15 working days

A trailblazing inquiry into human love and relationships in the age of super-smart technology Technology is our new life partner. No longer confined to the sidelines, new interactive technologies like AI therapists, avatar friends, and robot assistants are ready to transform technology's role from basic tools of convenience to intimate elements of our social and emotional lives. This turn towards human-like technology signals the beginning of a new epoch in human history, a change already facing both excitement and resistance. Blending science, sociology, history, and psychology, Relationships 5.0 asks how recent technological developments cause us to think differently about our family lives, love affairs, and emotional needs. It argues that we are currently living through a technological paradigm shift similar in magnitude to the preceding agricultural, industrial, and informational revolutions in human history. Thanks to the convergence of the cognitive revolution (AI), the sensorial revolution (VR and AR), and the physical revolution (robots), technology can now fulfill emotional, intellectual, and physical needs that have until now been met by other humans. While many are still wary of human-technology companionship, Relationships 5.0 reveals that these novel interactions aren't as risky as we'd once thought, but can instead make our social and emotional lives richer and more diverse. Still, we must ask: What will the age of Relationships 5.0 look like? How should we prepare for such an age? Who might already be ready to embrace these changes, and why? Guiding readers away from fear and toward a new reality, Relationships 5.0 exposes the fundamental questions behind such essentials as companionship, trust, and love-and offers fascinating and revealing ideas about what the coming years will look like.

Virtual Reality and the Criminal Justice System - Exploring the Possibilities for Correctional Rehabilitation (Hardcover):... Virtual Reality and the Criminal Justice System - Exploring the Possibilities for Correctional Rehabilitation (Hardcover)
Bobbie Ticknor
R2,185 Discovery Miles 21 850 Ships in 12 - 17 working days

Virtual Reality (VR) is becoming a popular technology for gaming and entertainment; however, researchers and scientists have used the technology for decades to develop real world solutions. The criminal justice system has used VR primarily for weapons training and forensic investigation but its uses are expanding. This book discusses how the technology can be used for correctional rehabilitation. Specifically, the book explores how cognitive behavior therapy, a widely used therapeutic technique used to treat offenders, can be improved using VR. Offenders can learn new skills, role play, and practice what they've learned in a safe, controlled environment that mimics situations they may find when back in the community. Additionally, those without access to services can use the technology to attend virtual groups offered by trained facilitators no matter where they live. With current limitations on resources, VR can offer criminal justice practitioners another option for offender rehabilitation.

Videogame Atlas - Mapping Interactive Worlds (Hardcover): Luke Caspar Pearson, Sandra Youkhana Videogame Atlas - Mapping Interactive Worlds (Hardcover)
Luke Caspar Pearson, Sandra Youkhana; Foreword by Marie Foulston
R1,089 Discovery Miles 10 890 Ships in 12 - 17 working days

A dazzling look at modern videogame worlds seen through an architectural lens, utilizing maps, diagrams and graphic illustrations to offer new perspectives on the art of virtual world building. Videogame Atlas presents a journey through twelve well-known videogame worlds via panoramic maps, intricate exploded diagrams and detailed illustrations. The book offers a playful new way of seeing these beloved virtual worlds using the practices and academic rigour that underpins real-world architectural theory. Titles such as Minecraft, Assassin's Creed Unity and Final Fantasy VII are explored in exhaustive detail through over 200 detailed illustrations of the micro and macro, each with supporting commentary and architectural theory. Taking influence from high-end architectural monographs, the book is carefully designed to the smallest of details and its production is intricately executed. This book, printed in five colours, with neon ink throughout, is a culmination of Luke and Sandra's work, which includes founding the Videogame Urbanism studio at the Bartlett School of Architecture, UCL that promotes the use of game technologies in architectural education.

Game Worlds Get Real - How Who We Are Online Became Who We Are Offline (Hardcover): Zek Valkyrie Game Worlds Get Real - How Who We Are Online Became Who We Are Offline (Hardcover)
Zek Valkyrie
R2,030 Discovery Miles 20 300 Ships in 10 - 15 working days

This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products. Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft-the most popular game within the genre-is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers. The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest, to the soaring popularity of World of Warcraft, to the current era of the genre and its more general gaming climate. Author Zek Valkyrie-a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself-explores the evolution of the meaning of "play" in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency. Explains how social rigidity in digital communities often robs these spaces of experimentation and identity play Suggests that new technologies such as virtual reality are unlikely to revolutionize the media or cause dramatic social change

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