0
Your cart

Your cart is empty

Browse All Departments
Price
  • R100 - R250 (16)
  • R250 - R500 (52)
  • R500+ (374)
  • -
Status
Format
Author / Contributor
Publisher

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

Virtual Reality Headsets - A Theoretical and Pragmatic Approach (Paperback): Philippe Fuchs Virtual Reality Headsets - A Theoretical and Pragmatic Approach (Paperback)
Philippe Fuchs
R1,493 Discovery Miles 14 930 Ships in 10 - 15 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 (Hardcover, New edition): Ryan Lizardi Subjective Experiences of Interactive Nostalgia (Hardcover, New edition)
Ryan Lizardi
R2,577 Discovery Miles 25 770 Ships in 10 - 15 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 (Paperback, New edition): Ryan Lizardi Subjective Experiences of Interactive Nostalgia (Paperback, New edition)
Ryan Lizardi
R1,045 Discovery Miles 10 450 Ships in 10 - 15 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.

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
R3,641 Discovery Miles 36 410 Ships in 10 - 15 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.

Paradata and Transparency in Virtual Heritage (Hardcover, New Ed): Anna Bentkowska-Kafel, Hugh Denard Paradata and Transparency in Virtual Heritage (Hardcover, New Ed)
Anna Bentkowska-Kafel, Hugh Denard
R4,744 Discovery Miles 47 440 Ships in 18 - 22 working days

Computer-Generated Images (CGIs) are widely used and accepted in the world of entertainment but the use of the very same visualization techniques in academic research in the Arts and Humanities remains controversial. The techniques and conceptual perspectives on heritage visualization are a subject of an ongoing interdisciplinary debate. By demonstrating scholarly excellence and best technical practice in this area, this volume is concerned with the challenge of providing intellectual transparency and accountability in visualization-based historical research. Addressing a range of cognitive and technological challenges, the authors make a strong case for a wider recognition of three-dimensional visualization as a constructive, intellectual process and valid methodology for historical research and its communication. Intellectual transparency of visualization-based research, the pervading theme of this volume, is addressed from different perspectives reflecting the theory and practice of respective disciplines. The contributors - archaeologists, cultural historians, computer scientists and ICT practitioners - emphasize the importance of reliable tools, in particular documenting the process of interpretation of historical material and hypotheses that arise in the course of research. The discussion of this issue refers to all aspects of the intellectual content of visualization and is centred around the concept of 'paradata'. Paradata document interpretative processes so that a degree of reliability of visualization outcomes can be understood. The disadvantages of not providing this kind of intellectual transparency in the communication of historical content may result in visual products that only convey a small percentage of the knowledge that they embody, thus making research findings not susceptible to peer review and rendering them closed to further discussion. It is argued, therefore, that paradata should be recorded alongside more tangible outcomes of research, preferably as an integral part of virtual models, and sustained beyond the life-span of the technology that underpins visualization.

Reproduction of Tactual Textures - Transducers, Mechanics and Signal Encoding (Hardcover, 2013 ed.): Michael Wiertlewski Reproduction of Tactual Textures - Transducers, Mechanics and Signal Encoding (Hardcover, 2013 ed.)
Michael Wiertlewski
R3,204 Discovery Miles 32 040 Ships in 18 - 22 working days

Texture accounts for an important part of the realism of simulated experiences, and it is most certainly true during tactile interaction. We usually experience roughness by running our fingers onto the explored surface. The perception of this fine texture is mediated by the vibrations generated by the encounters of the skin and the asperities of the surfaces. Reproduction of Tactual Textures presents factors that contribute to the mechanics of the interaction between a bare finger and a surface with a view to their artificial reproduction. It discusses the recording and reproduction of tactual textures, and analyses a case study of the development of a device able to record the vibratory signal from a fingertip sliding over a textured surface. The same device is then used in a reverse way to render those previously measured signals to the user's fingertip. These developments open new questions about the biomechanical properties of the skin and their relation to perception. The second half of Reproduction of Tactual Textures focuses on the implication of the dynamic parameters of the skin onto rendering performance, and it concludes with a study on the important features that are present in the vibratory signal and their relation to texture perception. This state-of-the-art volume highlights the importance of the mechanics and biomechanics during the haptic exploration of surfaces and their possible contribution to perception. Collectively, the findings reported are pertinent to many applications, including robotic perception and the design of effective virtual reality systems.

The Art of Teaching Online - How to Start and How to Succeed as an Online Instructor (Paperback): Larry Cooperman The Art of Teaching Online - How to Start and How to Succeed as an Online Instructor (Paperback)
Larry Cooperman
R1,311 R1,034 Discovery Miles 10 340 Save R277 (21%) Ships in 10 - 15 working days

The Art of Teaching Online: How to Start and How to Succeed as an Online Instructor focuses on professionals who are not teachers, but who wish to enter the online education field as instructors in their disciplines. This book focuses mainly on how potential online instructors can create and maintain the human aspect of live, face-to-face education in an online course to successfully teach and instruct their students. Included are interviews with experienced online instructors who use their emotional intelligence skills and instruction skills (examples included) to teach their students successfully.

Augmented Reality and Virtual Reality - Empowering Human, Place and Business (Hardcover, 1st ed. 2018): Timothy Jung, M.... Augmented Reality and Virtual Reality - Empowering Human, Place and Business (Hardcover, 1st ed. 2018)
Timothy Jung, M. Claudia Tom Dieck
R6,408 Discovery Miles 64 080 Ships in 10 - 15 working days

This volume provides the latest outcomes of augmented reality (AR) and virtual reality (VR) research conducted in various industries. It reveals how AR and VR are currently changing the business landscape, and how new innovations provide opportunities for businesses to offer their customers unique services and experiences. Collecting the proceedings of the International AR & VR Conference held in Manchester, UK, in February 2017, the book advances the state of the art in AR and VR technologies and their applications in various industries such as tourism, hospitality, events, fashion, entertainment, retail, education and the gaming industry. The papers presented here cover the most significant topics within the field of AR and VR for both researchers and practitioners, approaching them from a business and management perspective.

Methods for Studying Video Games and Religion (Hardcover): Vit Sisler, Kerstin Radde-Antweiler, Xenia Zeiler Methods for Studying Video Games and Religion (Hardcover)
Vit Sisler, Kerstin Radde-Antweiler, Xenia Zeiler
R4,206 Discovery Miles 42 060 Ships in 10 - 15 working days

Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.

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
R4,654 Discovery Miles 46 540 Ships in 10 - 15 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

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
R529 Discovery Miles 5 290 Ships in 10 - 15 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.

Haptic Rendering - Foundations, Algorithms, and Applications (Hardcover): Ming C. Lin, Miguel Otaduy Haptic Rendering - Foundations, Algorithms, and Applications (Hardcover)
Ming C. Lin, Miguel Otaduy
R3,883 Discovery Miles 38 830 Ships in 9 - 17 working days

For a long time, human beings have dreamed of a virtual world where it is possible to interact with synthetic entities as if they were real. It has been shown that the ability to touch virtual objects increases the sense of presence in virtual environments. This book provides an authoritative overview of state-of-theart haptic rendering algorithms and their applications. The authors examine various approaches and techniques for designing touch-enabled interfaces for a number of applications, including medical training, model design, and maintainability analysis for virtual prototyping, scientific visualization, and creative processes.

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
R1,334 Discovery Miles 13 340 Ships in 10 - 15 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.

F2: Football Academy - Take Your Game to the Next Level (Skills Book 2) (Paperback): The F2 F2: Football Academy - Take Your Game to the Next Level (Skills Book 2) (Paperback)
The F2 1
R377 Discovery Miles 3 770 Ships in 10 - 15 working days

Take your game to the next level with the new book from the world's biggest football YouTubers, the F2. We're the F2 and in our brand new book we're going to show you how to take your football skills to the next level. In these pages we turn the spotlight on the greatest players, the biggest teams, and most jaw-dropping moments from across the football world, and teach you the skills and the tekkers it takes to be the best! Want step-overs like Sanchez? Or a piledriver like Ibrahimovic? Or quick-feet like Messi? We show you how. Our book is filled with tips and hacks, as well as the inside track on your favourite stars: Pogba, Suarez, Aguero and the rest. There's even a free app that brings the book to life and shows you how to turbo-charge your tekkers! There's not a moment to lose - open, read, learn, download and get out on the pitch and practise. Love, peace and tekkers.

The VR Book - Human-Centered Design for Virtual Reality (Hardcover): Jason Jerald The VR Book - Human-Centered Design for Virtual Reality (Hardcover)
Jason Jerald
R3,019 R2,354 Discovery Miles 23 540 Save R665 (22%) Ships in 10 - 15 working days

Virtual reality (VR) can provide our minds with direct access to digital media in a way that seemingly has no limits. However, creating compelling VR experiences is an incredibly complex challenge. When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world. When VR is done badly, not only is the system frustrating to use, but it can result in sickness. There are many causes of bad VR; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses these issues by emphasizing the human element of VR. The fact is, if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, the first implementation is rarely novel and almost never ideal due to the complex nature of VR and the countless possibilities that can be created. The VR principles discussed in this book will enable readers to intelligently experiment with the rules and iteratively design towards innovative experiences.

Spanish-Israeli Relations, 1956-1992 - Ghosts of the Past and Contemporary Challenges in the Middle East (Hardcover): Guy Setton Spanish-Israeli Relations, 1956-1992 - Ghosts of the Past and Contemporary Challenges in the Middle East (Hardcover)
Guy Setton
R3,509 Discovery Miles 35 090 Ships in 10 - 15 working days

Despite a common heritage dating back centuries and mutual national interests, such as their joint fear of Soviet influence across the Mediterranean, it took 38 years after the establishment of the State of Israel (1948) and a decade after Franco's death (1975) for relations to be established between Jerusalem and Madrid (1986). The absence of ties between both countries prior to 1986 was an anomaly that requires explanation. There was no apparent reason why both countries should not have established full diplomatic ties prior. Indeed, during the first years of Israeli statehood until 1952, Spain sought unsuccessfully to establish official ties with Israel as a means to overcome international isolation. But adhering to a moral foreign policy standard, Israel refused formal ties with the former Axis supporter. By 1953, however, Israel began adopting a more pragmatic view. Five centuries after the expulsion of the Jews from Spain bilateral ties were formalised after Spain's successful transition from Franco's dictatorship to democracy and Madrid's ascension to the EEC in 1986. Once in the Community, Madrid had to align its foreign policy with Brussels which necessitated diplomatic relations with Israel. Without this systematic pressure on Madrid, the anomaly of Israeli-Spanish relations would have likely continued. Post 1986 the ties between the two countries were overshadowed by strong international political forces -- the Arab-Israeli conflict and the Israeli-Palestinian struggle -- which delayed bilateral progress. Explaining the impact of these forces is key to understanding the relationship. Although many positive milestones have been reached there are substantive issues of concern for both sides, and a feeling that much work remains if the relationship, and indeed friendship, is to become worthy and rewarding.

VR Developer Gems (Paperback): William R. Sherman VR Developer Gems (Paperback)
William R. Sherman
R1,359 Discovery Miles 13 590 Ships in 10 - 15 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.

Cyberspace/Cyberbodies/Cyberpunk - Cultures of Technological Embodiment (Hardcover): Mike Featherstone, Roger Burrows Cyberspace/Cyberbodies/Cyberpunk - Cultures of Technological Embodiment (Hardcover)
Mike Featherstone, Roger Burrows
R5,739 Discovery Miles 57 390 Ships in 10 - 15 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.

Research Handbook on the Law of Virtual and Augmented Reality (Hardcover): Woodrow Barfield, Marc J. Blitz Research Handbook on the Law of Virtual and Augmented Reality (Hardcover)
Woodrow Barfield, Marc J. Blitz
R8,960 Discovery Miles 89 600 Ships in 10 - 15 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

Virtual & Augmented Reality For Dummies (Paperback): P Mealy Virtual & Augmented Reality For Dummies (Paperback)
P Mealy
R631 R552 Discovery Miles 5 520 Save R79 (13%) Ships in 10 - 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.

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
R1,407 Discovery Miles 14 070 Ships in 18 - 22 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
R4,350 Discovery Miles 43 500 Ships in 10 - 15 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.

Augmented Reality - An Emerging Technologies Guide to AR (Paperback, New): Gregory Kipper, Joseph Rampolla Augmented Reality - An Emerging Technologies Guide to AR (Paperback, New)
Gregory Kipper, Joseph Rampolla
R1,103 R759 Discovery Miles 7 590 Save R344 (31%) Ships in 10 - 15 working days

With the explosive growth in mobile phone usage and rapid rise in search engine technologies over the last decade, augmented reality (AR) is poised to be one of this decade's most disruptive technologies, as the information that is constantly flowing around us is brought into view, in real-time, through augmented reality. In this cutting-edge book, the authors outline and discuss never-before-published information about augmented reality and its capabilities. With coverage of mobile, desktop, developers, security, challenges, and gaming, this book gives you a comprehensive understanding of what augmented reality is, what it can do, what is in store for the future and most importantly: how to benefit from using AR in our lives and careers.
Educatesreadershow best to use augmented reality regarless of industryProvides an in-depth understanding of AR and ideas ranging from new business applications to new crime fighting methods Includes actual examples and case studies from both private and government applications"

Visual Futures - Exploring the Past, Present, and Divergent Possibilities of Visual Practice (Paperback, New edition): Tracey... Visual Futures - Exploring the Past, Present, and Divergent Possibilities of Visual Practice (Paperback, New edition)
Tracey Bowen, Brett Caraway
R802 Discovery Miles 8 020 Ships in 10 - 15 working days

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.

Learner Autonomy and CALL Environments (Paperback): Klaus Schwienhorst Learner Autonomy and CALL Environments (Paperback)
Klaus Schwienhorst
R1,059 R480 Discovery Miles 4 800 Save R579 (55%) Ships in 10 - 15 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.

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
Future Texts - Subversive Performance…
Vicki Callahan, Virginia Kuhn Hardcover R1,403 Discovery Miles 14 030
Life of Chopin
Franz Liszt Paperback R461 Discovery Miles 4 610
Karl Bitter - a Biography
Ferdinand 1868-1954 Schevill Hardcover R801 Discovery Miles 8 010
Digital Multimedia - Concepts…
Information Reso Management Association Hardcover R8,478 Discovery Miles 84 780
Building Flickr Applications with PHP
Andrew Morton, Rob Kunkle Hardcover R1,109 Discovery Miles 11 090
C++ Programming - A Step-By-Step…
Alan Grid Hardcover R823 R715 Discovery Miles 7 150
Archaeology and Digital Communication…
Chiara Bonacchi Paperback R1,057 Discovery Miles 10 570
Boolean Functions and Computation Models
Peter Clote, Evangelos Kranakis Hardcover R2,693 R2,344 Discovery Miles 23 440
e-Democracy - Toward a New Model of…
Alfredo M. Ronchi Hardcover R1,426 Discovery Miles 14 260
Solving Irregularly Structured Problems…
Afonso Ferreira, Jose Rolim, … Paperback R1,563 Discovery Miles 15 630

 

Partners