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Books > Computing & IT > Applications of computing > Virtual reality
Step into the Animus and prepare to be transported to the world of Assassin's Creed! With 40 recipes across ten full menus - each inspired by the times and places where the most famous Assassins lived and fought - you can relive the highlights of the Italian Renaissance, the French Revolution and even Victorian London. Follow Altair, Ezio, Arno, Evie, Jacob and all the Assassins of the Brotherhood while enjoying their most celebrated dishes: Masyaf Moutabel, Davenport Homestead Soup, Boston Apple Pie, Colonial Coleslaw, Meringues Mirabeau, Rooks' Bread Pudding and many more.
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.
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.
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.
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.
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.
Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with communities, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the games, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to authentic sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are virtually sacred because they do religious work. They often do such work without regard for and frequently in conflict with traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.
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.
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.
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.
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.
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.
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.
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.
In his classic work Anarchy, State and Utopia, Robert Nozick asked his readers to imagine being permanently plugged into a 'machine that would give you any experience you desired'. He speculated that, in spite of the many obvious attractions of such a prospect, most people would choose against passing the rest of their lives under the influence of this type of invention. Nozick thought (and many have since agreed) that this simple thought experiment had profound implications for how we think about ethics, political justice, and the significance of technology in our everyday lives. Nozick's argument was made in 1974, about a decade before the personal computer revolution in Europe and North America. Since then, opportunities for the citizens of industrialized societies to experience virtual worlds and simulated environments have multiplied to an extent that no philosopher could have predicted. The authors in this volume re-evaluate the merits of Nozick's argument, and use it as a jumping-off point for the philosophical examination of subsequent developments in culture and technology, including a variety of experience-altering cybernetic technologies such as computer games, social media networks, HCI devices, and neuro-prostheses.
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
The Manual of Digital Museum Planning is a comprehensive guide to digital planning, development, and operations for museum professionals and students of museums studies and arts administration. In the tradition of Lord Cultural Resource's renowned manuals, this book gives practical advice on how digital can enhance and improve all aspects of the museum. With chapters written by experienced professionals working at leading institutions such as the British Museum, the Metropolitan Museum of Art, the Indianapolis Museum of Art, Bristol Culture, the Canadian Museum for Human Rights, and others, The Manual of Digital Museum Planning is an easy-to-understand, step-by-step guide for anyone planning a new museum, a museum expansion, or a new project in the Digital Age. *Part 1 explains how digital technologies are transforming museums *and their value proposition *Part 2 explores how adopting a user-centric, omnichannel approach creates new relationships between museums and communities *Part 3 offers a guide to integrating digital into the workflow of museums- from data analytics, to user experience design to project management *Part 4 identifies the business models, infrastructure and skills and competencies for the digital museum, Each chapter culminates in 'summary takeaways' for easy recall, and key words are defined throughout. A glossary and reference list are also included as an accessible resources for readers.
The Manual of Digital Museum Planning is a comprehensive guide to digital planning, development, and operations for museum professionals and students of museums studies and arts administration. In the tradition of Lord Cultural Resource's renowned manuals, this book gives practical advice on how digital can enhance and improve all aspects of the museum. With chapters written by experienced professionals working at leading institutions such as the British Museum, the Metropolitan Museum of Art, the Indianapolis Museum of Art, Bristol Culture, the Canadian Museum for Human Rights, and others, The Manual of Digital Museum Planning is an easy-to-understand, step-by-step guide for anyone planning a new museum, a museum expansion, or a new project in the Digital Age. *Part 1 explains how digital technologies are transforming museums *and their value proposition *Part 2 explores how adopting a user-centric, omnichannel approach creates new relationships between museums and communities *Part 3 offers a guide to integrating digital into the workflow of museums- from data analytics, to user experience design to project management *Part 4 identifies the business models, infrastructure and skills and competencies for the digital museum, Each chapter culminates in 'summary takeaways' for easy recall, and key words are defined throughout. A glossary and reference list are also included as an accessible resources for readers.
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.
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
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.
The overall subject of the book is visual culture. What sets it apart and gives it such an original emphasis is its multi-disciplinarity and the range of critical voices, ranging through film studies, architecture, creative practice, biology, pedagogy and media theory, which are brought to bear upon the question of visuality and its relationship to futurity. In our everyday lives, we navigate across a vast sea of visual imagery. Yet, we rarely pause to question how or why we derive meaning from this sea. Nor do we typically contemplate the impact that it has on our motivations, our assumptions about science and about other people, and our actions as individuals and collectives. This book is a collection of interdisciplinary perspectives, from science to film, from graffiti and virtual environments to architecture and education that examines the ways in which we interact and engage with the visual elements of our environments. Visual Futures provides an interdisciplinary examination of how we visualize and use visuals to make meaning within our environment. A diverse range of contributions and perspectives from biology, film, virtual reality, urban graffiti, architecture, critical pedagogy and education challenge our current attitudes, norms and practices of looking and seeing, opening up questions about the future. The future is a concept with significant political stakes and the work of rethinking and reimagining possible worlds requires a host of practices, which include the work of seeing, of image-making and of representation - all of which is political work taken up by the book contributors. Primary readership will be among scholars and students of visual culture, media studies, digital cultures, fine art, architecture, education, science communication and sociology. Clearly aimed at an academic readership, it will also appeal to practising artists, architects, software developers and educators.
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). |
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