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

The Fantasy Sport Industry - Games within Games (Hardcover): Andrew Billings, Brody Ruihley The Fantasy Sport Industry - Games within Games (Hardcover)
Andrew Billings, Brody Ruihley
R4,264 Discovery Miles 42 640 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.

Virtual Reality Methods - A Guide for Researchers in the Social Sciences and Humanities (Hardcover): Phil Jones, Tess Osborne Virtual Reality Methods - A Guide for Researchers in the Social Sciences and Humanities (Hardcover)
Phil Jones, Tess Osborne; Adapted by Calla Sullivan-Drage, Natasha Keen, Eleanor Gadsby
R1,263 Discovery Miles 12 630 Ships in 12 - 17 working days

EPUB and EPDF available Open Access under CC-BY-NC-ND licence. Since the mid-2010s, virtual reality (VR) technology has advanced rapidly. This book explores the many opportunities that VR can offer for humanities and social sciences researchers. The book provides a user-friendly, non-technical methods guide to using ready-made VR content and 360 Degrees video as well as creating custom materials. It examines the advantages and disadvantages of different approaches to using VR, providing helpful, real-world examples of how researchers have used the technology. The insights drawn from this analysis will inspire scholars to explore the possibilities of using VR in their own research projects.

Learner Autonomy and CALL Environments (Paperback): Klaus Schwienhorst Learner Autonomy and CALL Environments (Paperback)
Klaus Schwienhorst
R1,104 R417 Discovery Miles 4 170 Save R687 (62%) 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.

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
R645 Discovery Miles 6 450 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.

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
R4,272 Discovery Miles 42 720 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.

Emerging Extended Reality Technologies for Industry 4.0 - Early Experiences with Conception,  Design, Implementation,... Emerging Extended Reality Technologies for Industry 4.0 - Early Experiences with Conception, Design, Implementation, Evaluation and Deployment (Hardcover)
JG Tromp
R4,993 Discovery Miles 49 930 Ships in 12 - 17 working days

In the fast-developing world of Industry 4.0, which combines Extended Reality (XR) technologies, such as Virtual Reality (VR) and Augmented Reality (AR), creating location aware applications to interact with smart objects and smart processes via Cloud Computing strategies enabled with Artificial Intelligence (AI) and the Internet of Things (IoT), factories and processes can be automated and machines can be enabled with self-monitoring capabilities. Smart objects are given the ability to analyze and communicate with each other and their human co-workers, delivering the opportunity for much smoother processes, and freeing up workers for other tasks. Industry 4.0 enabled smart objects can be monitored, designed, tested and controlled via their digital twins, and these processes and controls are visualized in VR/AR. The Industry 4.0 technologies provide powerful, largely unexplored application areas that will revolutionize the way we work, collaborate and live our lives. It is important to understand the opportunities and impact of the new technologies and the effects from a production, safety and societal point of view.

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
R1,917 Discovery Miles 19 170 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

Mixed and Augmented Reality in Medicine (Paperback): Terry M. Peters, Cristian A. Linte, Ziv Yaniv, Jacqueline Williams Mixed and Augmented Reality in Medicine (Paperback)
Terry M. Peters, Cristian A. Linte, Ziv Yaniv, Jacqueline Williams
R1,425 Discovery Miles 14 250 Ships in 12 - 17 working days

Augmented reality (AR) is transforming how we work, learn, play and connect with the world, and is now being introduced to the field of medicine, where it is revolutionising healthcare as pioneering virtual elements are being added to real images to provide a more compelling and intuitive view during procedures. This book, which had its beginnings at the AE-CAI: Augmented Environments for Computer-Assisted Interventions MICCAI Workshop in Munich in 2015, is the first to review the area of mixed and augmented reality in medicine. Covering a range of examples of the use of AR in medicine, it explores its relevance to minimally-invasive interventions, how it can improve the accuracy of a procedure and reduce procedure time, and how it may be employed to reduce radiation risks. It also discusses how AR can be an effective tool in the education of physicians, medical students, nurses and other health professionals. Features: An ideal practical guide for medical professionals and students looking to understand the implementation, applications, and future of AR Contains the latest developments and technologies in this innovative field Edited by highly respected pioneers in the field, who have been immersed in AR as well as virtual reality and image-guided surgery since their inception, with chapter contributions from subject area specialists working with AR

Learner Autonomy and CALL Environments (Hardcover): Klaus Schwienhorst Learner Autonomy and CALL Environments (Hardcover)
Klaus Schwienhorst
R1,187 Discovery Miles 11 870 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.

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, …
R1,243 Discovery Miles 12 430 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.

Virtual Reality Designs (Hardcover): Adriana Pena Perez Negron, Graciela Lara Lopez, Hector Rafael Orozco Aguirre Virtual Reality Designs (Hardcover)
Adriana Pena Perez Negron, Graciela Lara Lopez, Hector Rafael Orozco Aguirre
R4,844 Discovery Miles 48 440 Ships in 12 - 17 working days

Virtual Reality is not real life. Instead it is life-like creations using computer-generated scenarios. Human behavior is replicated in virtual scenarios, where every detail is controlled by computers, and in situations that can be repeated under the same conditions. Based on technology and design, the user can experience presence. In the virtual world, users are embodied in avatars that represent them and are the means to interact with the virtual environment. Avatars are graphical models that behave on behalf of the human behind them. The user avatar is a proxy that also backs interaction with others, allowing computer-mediated interactions. Analyses directed to understand people's perceptions, personal and social behavior in computer mediated interactions, comprise a multidisciplinary area of study that involves, among others, computer science, psychology and sociology. In the last two decades a number of studies supported by Virtual Reality have been conducted to understand human behavior, in some cases the implications of the technology, or to reproduce artificial human behavior. This book presents a collection of studies from recognized researchers in the area.

Bodies in Code - Interfaces with Digital Media (Hardcover, New): Mark B.N. Hansen Bodies in Code - Interfaces with Digital Media (Hardcover, New)
Mark B.N. Hansen
R3,984 Discovery Miles 39 840 Ships in 12 - 17 working days

"Bodies in Code "explores how our bodies experience and adapt to digital environments. Cyberculture theorists have tended to overlook biological reality when talking about virtual reality, and Mark B. N. Hansen's book shows what they've been missing. Cyberspace is anchored in the body, he argues, and it's the body--not high-tech computer graphics--that allows a person to feel like they are really "moving" through virtual reality. Of course these virtual experiences are also profoundly affecting our very understanding of what it means to live as embodied beings.
Hansen draws upon recent work in visual culture, cognitive science, and new media studies, as well as examples of computer graphics, websites, and new media art, to show how our bodies are in some ways already becoming virtual.

Bodies in Code - Interfaces with Digital Media (Paperback): Mark B.N. Hansen Bodies in Code - Interfaces with Digital Media (Paperback)
Mark B.N. Hansen
R1,172 Discovery Miles 11 720 Ships in 12 - 17 working days

"Bodies in Code "explores how our bodies experience and adapt to digital environments. Cyberculture theorists have tended to overlook biological reality when talking about virtual reality, and Mark B. N. Hansen's book shows what they've been missing. Cyberspace is anchored in the body, he argues, and it's the body--not high-tech computer graphics--that allows a person to feel like they are really "moving" through virtual reality. Of course these virtual experiences are also profoundly affecting our very understanding of what it means to live as embodied beings.
Hansen draws upon recent work in visual culture, cognitive science, and new media studies, as well as examples of computer graphics, websites, and new media art, to show how our bodies are in some ways already becoming virtual.

Virtual Theatres - An Introduction (Paperback, New Ed): Gabriella Giannachi Virtual Theatres - An Introduction (Paperback, New Ed)
Gabriella Giannachi
R1,150 Discovery Miles 11 500 Ships in 12 - 17 working days

The first full-length book of its kind to offer an investigation of the interface between theatre, performance and digital arts, Virtual Theatres presents the theatre of the twenty-first century in which everything - even the viewer - can be simulated.

In this fascinating volume, Gabriella Giannachi analyzes the aesthetic concerns of current computer-arts practices through discussion of a variety of artists and performers including:

* blast Theory
* Merce Cunningham
* Eduardo Kac
* forced entertainment
* Lynn Hershman
* Jodi Orlan
* Guillermo Gomez-Pena
* Marcel-li Antunez Roca
* Jeffrey Shaw
* Stelarc.

Virtual Theatres not only allows for a reinterpretation of what is possible in the world of performance practice, but also demonstrates how 'virtuality' has come to represent a major parameter for our understanding and experience of contemporary art and life.

Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality (Hardcover): Emilia Simao, Celia Soares Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality (Hardcover)
Emilia Simao, Celia Soares
R5,390 R4,963 Discovery Miles 49 630 Save R427 (8%) Ships in 12 - 17 working days

The concept of immersive multimedia, which is closely related to concepts of augmented reality, brings opportunities in art, education, entertainment, and technology. As such, it is vital to explore the connections between consumers of media content and information parts that come from multimedia platforms. Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality is a critical scholarly resource that offers solutions to the problems that appear in both theoretical and practical dimensions of immersive multimedia experiences on an interdisciplinary platform. Featuring coverage on a broad range of topics such as cyber behavior, human-computer interaction, and transmedia, this book is geared towards digital artists, media professionals, developers, academicians, researchers, and upper-level graduate students seeking current research on the exploration of immersive multimedia through the perspectives of technology, communications, and art.

Re-thinking Leisure in a Digital Age (Hardcover): Michael Silk, Brad Millington, Emma Rich, Anthony Bush Re-thinking Leisure in a Digital Age (Hardcover)
Michael Silk, Brad Millington, Emma Rich, Anthony Bush
R3,972 Discovery Miles 39 720 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.

Spatial Multimedia and Virtual Reality (Hardcover): Antonio S. Camara, Jonathan Raper Spatial Multimedia and Virtual Reality (Hardcover)
Antonio S. Camara, Jonathan Raper
R3,258 Discovery Miles 32 580 Ships in 12 - 17 working days

The intersection of two disciplines and technologies which have become mature academic research topics in the 1990s was destined to be a dynamic area for collaboration and publication. However, until now no significant book-length treatment of the meeting of GIS and Virtual Reality has been available. This volume puts that situation to rights by bringing these together to cement some common understanding and principles in a potentially highly promising area for technological collaboration and cross-fertilisation.
The result is a volume which ranges in subject matter from studies of a Virtual GIS Room to Spatial Agents, and from an Environmental Multimedia System to Computer-Assisted 3D Geographic Education. All the contributors are well-known international scientists, principally from the computational side of GIS. It will be a valuable resource for any GIS researcher or professional looking to understand the leading edge of this fertile field.

Virtual Geographies - Bodies, Space and Relations (Hardcover, New): Mike Crang, Phil Crang, Jon May Virtual Geographies - Bodies, Space and Relations (Hardcover, New)
Mike Crang, Phil Crang, Jon May
R5,276 Discovery Miles 52 760 Ships in 12 - 17 working days


Virtual Geographies explores how new communication technologies are being used to produce new geographies and new types of space. Leading contributors from a wide range of disciplines including geography, sociology, philosophy and literature:
* investigate how visions of cyberspace have been constructed
* offer a critical assessment of the status of virtual environments and geographies
* explore how virtual environments reshape the way we think and write about the world. This book sets recent technological developments in a historical and geographical perspective to offer a clearer view of the new vistas ahead.

eBook available with sample pages: 0203169425

Virtual Geographies - Bodies, Space and Relations (Paperback, New): Mike Crang, Phil Crang, Jon May Virtual Geographies - Bodies, Space and Relations (Paperback, New)
Mike Crang, Phil Crang, Jon May
R1,688 Discovery Miles 16 880 Ships in 12 - 17 working days


Virtual Geographies explores how new communication technologies are being used to produce new geographies and new types of space. Leading contributors from a wide range of disciplines including geography, sociology, philosophy and literature:
* investigate how visions of cyberspace have been constructed
* offer a critical assessment of the status of virtual environments and geographies
* explore how virtual environments reshape the way we think and write about the world.
This book sets recent technological developments in a historical and geographical perspective to offer a clearer view of the new vistas ahead.

Virtual Reality and the Built Environment (Hardcover, 2nd edition): Jennifer Whyte, agana Nikolic Virtual Reality and the Built Environment (Hardcover, 2nd edition)
Jennifer Whyte, agana Nikolic
R3,694 Discovery Miles 36 940 Ships in 12 - 17 working days

Like the first edition, the central question this book addresses is how virtual reality can be used in the design, production and management of the built environment. The book aims to consider three key questions. What are the business drivers for the use of virtual reality? What are its limitations? How can virtual reality be implemented within organizations? Using international case studies it answers these questions whilst addressing the growth in the recent use of building information modelling (BIM) and the renewed interest in virtual reality to visualize and understand data to make decisions. With the aim of inspiring and informing future use, the authors take a fresh look at current applications in the construction sector, situating them within a broader trajectory of innovation. The new edition expands the scope to consider both immersive virtual reality as a way of bringing professionals inside a building information model, and augmented reality as a way of taking this model and related asset information out to the job-site. The updated edition also considers these technologies in the context of other developments that were in their infancy when the first edition was written - such as laser scanning, mobile technologies and big data. Virtual Reality in the Built Environment is essential reading for professionals in architecture, construction, design, surveying and engineering and students on related courses who need an understanding of BIM, CAD and virtual reality in the sector. Please follow the book's Twitter account: @vrandbe http://buildingvr.blogspot.co.uk/

Researching Virtual Worlds - Methodologies for Studying Emergent Practices (Paperback): Louise Phillips, Ursula Plesner Researching Virtual Worlds - Methodologies for Studying Emergent Practices (Paperback)
Louise Phillips, Ursula Plesner
R1,438 Discovery Miles 14 380 Ships in 12 - 17 working days

This volume presents a wide range of methodological strategies that are designed to take into account the complex, emergent, and continually shifting character of virtual worlds. It interrogates how virtual worlds emerge as objects of study through the development and application of various methodological strategies. Virtual worlds are not considered objects that exist as entities with fixed attributes independent of our continuous engagement with them and interpretation of them. Instead, they are conceived of as complex ensembles of technology, humans, symbols, discourses, and economic structures, ensembles that emerge in ongoing practices and specific situations. A broad spectrum of perspectives and methodologies is presented: Actor-Network-Theory and post-Actor-Network-Theory, performativity theory, ethnography, discourse analysis, Sense-Making Methodology, visual ethnography, multi-sited ethnography, and Social Network Analysis.

Into the Image - Culture and Politics in the Field of Vision (Hardcover): Kevin Robins Into the Image - Culture and Politics in the Field of Vision (Hardcover)
Kevin Robins
R2,603 Discovery Miles 26 030 Ships in 12 - 17 working days

We are constantly being told that we are living through an image revolution. In this sceptical exploration of the politics of visual culture, Kevin Robins assesses the nature of our emotional and imaginary investment in the visual media from photography to virtual reality. He looks at how modern image technologies allow us to monitor and survey the "real" world while maintaining a distance which somehow denies its reality. He asks what pressures lie behind the utopian fantasies of cyberspace with its alternative realities and virtual communities. Rather than accepting the fashionable idea that the new visual technologies are displacing the real, "Into the Image" examines them sociologically, as shaped by forces and events in the real world, and demonstrates that what continues to matter is the relation of image and screen culture to the way we interact with that world.

Into the Image - Culture and Politics in the Field of Vision (Paperback, New): Kevin Robins Into the Image - Culture and Politics in the Field of Vision (Paperback, New)
Kevin Robins
R1,151 R1,033 Discovery Miles 10 330 Save R118 (10%) Ships in 12 - 17 working days

We are constantly being told that we are living through an image revolution. In this sceptical exploration of the politics of visual culture, Kevin Robins assesses the nature of our emotional and imaginary investment in the visual media from photography to virtual reality. He looks at how modern image technologies allow us to monitor and survey the "real" world while maintaining a distance which somehow denies its reality. He asks what pressures lie behind the utopian fantasies of cyberspace with its alternative realities and virtual communities. Rather than accepting the fashionable idea that the new visual technologies are displacing the real, "Into the Image" examines them sociologically, as shaped by forces and events in the real world, and demonstrates that what continues to matter is the relation of image and screen culture to the way we interact with that world.

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
R3,975 Discovery Miles 39 750 Ships in 12 - 17 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.

Virtual Reality Filmmaking - Techniques & Best Practices for VR Filmmakers (Hardcover): Celine Tricart Virtual Reality Filmmaking - Techniques & Best Practices for VR Filmmakers (Hardcover)
Celine Tricart
R4,409 Discovery Miles 44 090 Ships in 12 - 17 working days

Virtual Reality Filmmaking presents a comprehensive guide to the use of virtual reality in filmmaking, including narrative, documentary, live event production, and more. Written by Celine Tricart, a filmmaker and an expert in new technologies, the book provides a hands-on guide to creative filmmaking in this exciting new medium, and includes coverage on how to make a film in VR from start to finish. Topics covered include: The history of VR; VR cameras; Game engines and interactive VR; The foundations of VR storytelling; Techniques for shooting in live action VR; VR postproduction and visual effects; VR distribution; Interviews with experts in the field including the Emmy-winning studios Felix & Paul and Oculus Story Studio, Wevr, Viacom, Fox Sports, Sundance's New Frontier, and more.

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