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

Virtual Reality and the Criminal Justice System - Exploring the Possibilities for Correctional Rehabilitation (Hardcover):... Virtual Reality and the Criminal Justice System - Exploring the Possibilities for Correctional Rehabilitation (Hardcover)
Bobbie Ticknor
R2,657 Discovery Miles 26 570 Ships in 18 - 22 working days

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

Virtual Reality, Empathy and Ethics (Hardcover, 1st ed. 2021): Matthew Cotton Virtual Reality, Empathy and Ethics (Hardcover, 1st ed. 2021)
Matthew Cotton
R1,880 Discovery Miles 18 800 Ships in 10 - 15 working days

This book examines the ethics of virtual reality (VR) technologies. New forms of virtual reality are emerging in society, not just from low-cost gaming headsets, or augmented reality apps on phones, but from simulated "deep fake" images and videos on social media. This book subjects the new VR technological landscape to ethical scrutiny: assessing the benefits, risks and regulatory practices that shape it. Though often associated with gaming, education and therapy, VR can also be used for moral enhancement. Journalists, artists, philanthropic and non-governmental organisations are using VR films, games and installations to stimulate user empathy to marginalised peoples through a combination of immersion, embodiment and persuasion. This book critically assesses the use of VR for empathy arousal and pro-social behaviour change, culminating in the development of a VR "ethical tool" - a device to facilitate reflective ethical judgement. Drawing upon the pragmatist philosophy of John Dewey, virtual reality is reshaped as "dramatic rehearsal". This book explains how a combination of immersive environment-building, moral imagination, choice architecture and reflective engagement can stimulate a future-focused and empathic ethics for users of the technology.

Learner Autonomy and CALL Environments (Hardcover): Klaus Schwienhorst Learner Autonomy and CALL Environments (Hardcover)
Klaus Schwienhorst
R1,299 Discovery Miles 12 990 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.

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
R4,498 Discovery Miles 44 980 Ships in 10 - 15 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
R1,283 Discovery Miles 12 830 Ships in 10 - 15 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.

Collaborative Access to Virtual Museum Collection Information - Seeing Through the Walls (Hardcover): John J. Riemer,... Collaborative Access to Virtual Museum Collection Information - Seeing Through the Walls (Hardcover)
John J. Riemer, Bernadette G Callery
R4,483 Discovery Miles 44 830 Ships in 10 - 15 working days

Get practical tools to successfully develop collaborative online learning projects! Virtual museums provide an opportunity to spark learning through online access to multi-sensory information, and collaboration between sources is needed to efficiently and effectively catalog and present material. Collaborative Access to Virtual Museum Collection Information: Seeing Through the Walls presents respected authorities exploring the world of virtual collections, from the identification and selection of objects to be included to providing online access using common terminology. Future possibilities and problems are fully detailed, taking into consideration the need for fixed metadata, descriptive standards, and negotiated compromise. Solutions to difficult issues are provided to allow successful development of collaborative virtual museum projects of all types. A virtual museum can provide users with direct, easy access to information, photographs, drawings, sound files, and video clips. However, discipline-based differences in terminology between collections are as much a challenge as integrating detailed locally-developed vocabularies with more general descriptors. Collaborative Access to Virtual Museum Collection Information: Seeing Through the Walls shows how to best achieve consistent information access by providing studies of successful collaborative museum projects which resulted in the creation of catalogs of material from a number of separate collections. The book helps you to understand the challenges of dealing with an unknown online user community as well as the opportunities for presenting information to the virtual museum visitor that differs from that information available during an on-site visit. Four case studies are presented in depth and highlight practical strategies on the development of collaborative common language for future projects. Extensive references provide opportunity for further research while tables clearly illustrate data. Collaborative Access to Virtual Museum Collection Information: Seeing Through the Walls thoroughly explores: cataloging and the digital collection at the Experience Music Project the collaborative cataloging efforts using Dublin Core to unite local heritage organizations the compromises and negotiations necessary to build a common catalog for multiple collaborating organizations the challenges of creating contextual information that places objects in relationship to their creators and the circumstances of their use the partnership between museums with Native American collections and tribally controlled schools the types of images indexed by museum practitioners indexing procedures and systems identifying potentially sensitive information for inclusion or exclusion in online collection databases Collaborative Access to Virtual Museum Collection Information: Seeing Through the Walls is cutting-edge information for museum archivists, librarians, collection curators, and anyone involved in creating catalogs or providing online access to existing museum collection information.

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
R1,561 Discovery Miles 15 610 Ships in 10 - 15 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

Virtual Theatres - An Introduction (Paperback, New Ed): Gabriella Giannachi Virtual Theatres - An Introduction (Paperback, New Ed)
Gabriella Giannachi
R1,263 Discovery Miles 12 630 Ships in 10 - 15 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.

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
R5,343 Discovery Miles 53 430 Ships in 10 - 15 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.

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
R4,603 Discovery Miles 46 030 Ships in 18 - 22 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.

Spatial Multimedia and Virtual Reality (Hardcover): Antonio S. Camara, Jonathan Raper Spatial Multimedia and Virtual Reality (Hardcover)
Antonio S. Camara, Jonathan Raper
R3,644 Discovery Miles 36 440 Ships in 10 - 15 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
R5,766 Discovery Miles 57 660 Ships in 10 - 15 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
R1,819 Discovery Miles 18 190 Ships in 10 - 15 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.

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
R1,120 Discovery Miles 11 200 Ships in 10 - 15 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 (Hardcover): Kevin Robins Into the Image - Culture and Politics in the Field of Vision (Hardcover)
Kevin Robins
R2,803 Discovery Miles 28 030 Ships in 10 - 15 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.

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
R4,486 Discovery Miles 44 860 Ships in 10 - 15 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.

Communication in the Age of Virtual Reality (Paperback): Frank Biocca, Mark R. Levy Communication in the Age of Virtual Reality (Paperback)
Frank Biocca, Mark R. Levy
R2,309 Discovery Miles 23 090 Ships in 10 - 15 working days

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.
The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next section, leading research scientists discuss how knowledge of communication can be used to build more effective and exciting communication applications of virtual reality. Looking ahead, the authors explore pioneering approaches to VR narratives, interpersonal communication, the use of 3D sound, and the building of VR entertainment complexes. In the final section, the authors zoom out to view the big picture -- the psychological, social, and cultural implications of virtual reality. Thought-provoking discussions consider important communication issues such as:
* How will virtual reality influence perception of reality?
* What are the legal issues defining communication in virtual reality?
* What kind of cultural trends will this technology encourage?

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
R4,071 Discovery Miles 40 710 Ships in 10 - 15 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
R1,603 Discovery Miles 16 030 Ships in 10 - 15 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.

Virtual Reality Filmmaking - Techniques & Best Practices for VR Filmmakers (Hardcover): Celine Tricart Virtual Reality Filmmaking - Techniques & Best Practices for VR Filmmakers (Hardcover)
Celine Tricart
R4,915 Discovery Miles 49 150 Ships in 10 - 15 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.

Echoes of Other Worlds: Sound in Virtual Reality - Past, Present and Future (Hardcover, 1st ed. 2018): Tom A. Garner Echoes of Other Worlds: Sound in Virtual Reality - Past, Present and Future (Hardcover, 1st ed. 2018)
Tom A. Garner
R3,744 Discovery Miles 37 440 Ships in 10 - 15 working days

This book explores the nature and importance of sound in virtual reality (VR). Approaching the subject from a holistic perspective, the book delivers an emergent framework of VR sound. This framework brings together numerous elements that collectively determine the nature of sound in VR; from various aspects of VR technology, to the physiological and psychological complexities of the user, to the wider technological, historical and sociocultural issues. Garner asks, amongst other things: what is the meaning of sound? How have fictional visions of VR shaped our expectations for present technology? How can VR sound hope to evoke the desired responses for such an infinitely heterogeneous user base? This book if for those with an interest in sound and VR, who wish to learn more about the great complexities of the subject and discover the contemporary issues from which future VR will surely advance.

Extending Virtual Worlds - Advanced Design for Virtual Environments (Hardcover): Ann Latham Cudworth Extending Virtual Worlds - Advanced Design for Virtual Environments (Hardcover)
Ann Latham Cudworth
R5,786 Discovery Miles 57 860 Ships in 10 - 15 working days

Written as the successor to Virtual World Design: Creating Immersive Virtual Environments, this book carries the ideas brought forward in its predecessor to new levels of virtual world design exploration and experimentation. Written by an Emmy award-winning designer with 22 years of experience creating virtual environments for television and online communities, Extending Virtual Worlds: Advanced Design for Virtual Environments explores advanced topics such as multi-regional design, game-based sims, and narrative structure for environments. The book provides bedrock knowledge and practical examples of how to leverage design concepts within the intertwined structures of physics engines, level of detail (LOD) systems, and advanced material editors. It also shows designers new ways to influence the experience of virtual world visitors through immersive narrative and storytelling. With over 150 illustrations and 10 step-by-step projects that include the necessary 3D models and modular components, it delivers hours of stimulating creative challenges for people working in public virtual worlds or on private grids. By using this book, novices and advanced users will deepen their understanding of game design and how it can be applied to creating game-based virtual environments. It also serves as a foundational text for class work in distance learning, simulation, and other learning technologies that use virtual environments.

Extending Virtual Worlds - Advanced Design for Virtual Environments (Paperback): Ann Latham Cudworth Extending Virtual Worlds - Advanced Design for Virtual Environments (Paperback)
Ann Latham Cudworth
R1,679 Discovery Miles 16 790 Ships in 10 - 15 working days

Written as the successor to Virtual World Design: Creating Immersive Virtual Environments, this book carries the ideas brought forward in its predecessor to new levels of virtual world design exploration and experimentation. Written by an Emmy award-winning designer with 22 years of experience creating virtual environments for television and online communities, Extending Virtual Worlds: Advanced Design for Virtual Environments explores advanced topics such as multi-regional design, game-based sims, and narrative structure for environments. The book provides bedrock knowledge and practical examples of how to leverage design concepts within the intertwined structures of physics engines, level of detail (LOD) systems, and advanced material editors. It also shows designers new ways to influence the experience of virtual world visitors through immersive narrative and storytelling. With over 150 illustrations and 10 step-by-step projects that include the necessary 3D models and modular components, it delivers hours of stimulating creative challenges for people working in public virtual worlds or on private grids. By using this book, novices and advanced users will deepen their understanding of game design and how it can be applied to creating game-based virtual environments. It also serves as a foundational text for class work in distance learning, simulation, and other learning technologies that use virtual environments.

Binaural and Spatial Hearing in Real and Virtual Environments (Paperback): Robert Gilkey, Timothy R. Anderson Binaural and Spatial Hearing in Real and Virtual Environments (Paperback)
Robert Gilkey, Timothy R. Anderson
R1,690 Discovery Miles 16 900 Ships in 10 - 15 working days

The current popular and scientific interest in virtual environments has provided a new impetus for investigating binaural and spatial hearing. However, the many intriguing phenomena of spatial hearing have long made it an exciting area of scientific inquiry. Psychophysical and physiological investigations of spatial hearing seem to be converging on common explanations of underlying mechanisms. These understandings have in turn been incorporated into sophisticated yet mathematically tractable models of binaural interaction. Thus, binaural and spatial hearing is one of the few areas in which professionals are soon likely to find adequate physiological explanations of complex psychological phenomena that can be reasonably and usefully approximated by mathematical and physical models. This volume grew out of the Conference on Binaural and Spatial Hearing, a four-day event held at Wright-Patterson Air Force Base in response to rapid developments in binaural and spatial hearing research and technology. Meant to be more than just a proceedings, it presents chapters that are longer than typical proceedings papers and contain considerably more review material, including extensive bibliographies in many cases. Arranged into topical sections, the chapters represent major thrusts in the recent literature. The authors of the first chapter in each section have been encouraged to take a broad perspective and review the current state of literature. Subsequent chapters in each section tend to be somewhat more narrowly focused, and often emphasize the authors' own work. Thus, each section provides overview, background, and current research on a particular topic. This book is significant in that it reviews the important work during the past 10 to 15 years, and provides greater breadth and depth than most of the previous works.

More Than Meets the Eye - Special Effects and the Fantastic Transmedia Franchise (Hardcover): Bob Rehak More Than Meets the Eye - Special Effects and the Fantastic Transmedia Franchise (Hardcover)
Bob Rehak
R2,636 Discovery Miles 26 360 Ships in 18 - 22 working days

A rare look at the role of special effects in creating fictional worlds and transmedia franchises From comic book universes crowded with soaring superheroes and shattering skyscrapers to cosmic empires set in far-off galaxies, today's fantasy blockbusters depend on visual effects. Bringing science fiction from the studio to your screen, through film, television, or video games, these special effects power our entertainment industry. More Than Meets the Eye delves into the world of fantastic media franchises to trace the ways in which special effects over the last 50 years have become central not just to transmedia storytelling but to worldbuilding, performance, and genre in contemporary blockbuster entertainment. More Than Meets the Eye maps the ways in which special effects build consistent storyworlds and transform genres while traveling from one media platform to the next. Examining high-profile franchises in which special effects have played a constitutive role such as Star Trek, Star Wars, The Matrix, and The Lord of the Rings, as well as more contemporary franchises like Pirates of the Caribbean and Harry Potter, Bob Rehak analyzes the ways in which production practices developed alongside the cultural work of industry professionals. By studying social and cultural factors such as fan interaction, this book provides a context for understanding just how much multiplatform storytelling has come to define these megahit franchises. More Than Meets the Eye explores the larger history of how physical and optical effects in postwar Hollywood laid the foundation for modern transmedia franchises and argues that special effects are not simply an adjunct to blockbuster filmmaking, but central agents of an entire mode of production.

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