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Books > Computing & IT > Applications of computing > Virtual reality
A trailblazing inquiry into human love and relationships in the age of super-smart technology Technology is our new life partner. No longer confined to the sidelines, new interactive technologies like AI therapists, avatar friends, and robot assistants are ready to transform technology's role from basic tools of convenience to intimate elements of our social and emotional lives. This turn towards human-like technology signals the beginning of a new epoch in human history, a change already facing both excitement and resistance. Blending science, sociology, history, and psychology, Relationships 5.0 asks how recent technological developments cause us to think differently about our family lives, love affairs, and emotional needs. It argues that we are currently living through a technological paradigm shift similar in magnitude to the preceding agricultural, industrial, and informational revolutions in human history. Thanks to the convergence of the cognitive revolution (AI), the sensorial revolution (VR and AR), and the physical revolution (robots), technology can now fulfill emotional, intellectual, and physical needs that have until now been met by other humans. While many are still wary of human-technology companionship, Relationships 5.0 reveals that these novel interactions aren't as risky as we'd once thought, but can instead make our social and emotional lives richer and more diverse. Still, we must ask: What will the age of Relationships 5.0 look like? How should we prepare for such an age? Who might already be ready to embrace these changes, and why? Guiding readers away from fear and toward a new reality, Relationships 5.0 exposes the fundamental questions behind such essentials as companionship, trust, and love-and offers fascinating and revealing ideas about what the coming years will look like.
Virtual Reality (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 dazzling look at modern videogame worlds seen through an architectural lens, utilizing maps, diagrams and graphic illustrations to offer new perspectives on the art of virtual world building. Videogame Atlas presents a journey through twelve well-known videogame worlds via panoramic maps, intricate exploded diagrams and detailed illustrations. The book offers a playful new way of seeing these beloved virtual worlds using the practices and academic rigour that underpins real-world architectural theory. Titles such as Minecraft, Assassin's Creed Unity and Final Fantasy VII are explored in exhaustive detail through over 200 detailed illustrations of the micro and macro, each with supporting commentary and architectural theory. Taking influence from high-end architectural monographs, the book is carefully designed to the smallest of details and its production is intricately executed. This book, printed in five colours, with neon ink throughout, is a culmination of Luke and Sandra's work, which includes founding the Videogame Urbanism studio at the Bartlett School of Architecture, UCL that promotes the use of game technologies in architectural education.
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
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.
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
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 "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.
"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.
This sweeping introduction to the science of virtual environment technology masterfully integrates research and practical applications culled from a range of disciplines, including psychology, engineering, and computer science. With contributions from the field's foremost researchers and theorists, the book focuses in particular on how virtual technology and interface design can better accommodate human cognitive, motor, and perceptual capabilities. Throughout, it brings the reader up-to-date with the latest design strategies and cutting-edge virtual environments, and points to promising avenues for future development. The book is divided into three parts. The first part introduces the reader to the subject by defining basic terms, identifying key components of the virtual environment, and reviewing the origins and elements of virtual environments. The second part focuses of current technologies used to present visual, auditory, tactile, and kinesthetic information. The book concludes with an in-depth analysis of how environments and human perception are integrated to create effective virtual systems. Comprehensive and splendidly written, Virtual Environmentsand Advanced Interface Design will be the "bible" on the subject for years to come. Students and researchers in computer science, psychology, and cognitive science will all want to have a copy on their shelves.
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 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.
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 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.
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.
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.
This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.
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.
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.
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/
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.
This volume addresses virtual reality (VR) -- a tantalizing
communication medium whose essence challenges our most deeply held
notions of what communication is or can be. The editors have
gathered an expert team of engineers, social scientists, and
cultural theorists for the first extensive treatment of human
communication in this exciting medium.
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 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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