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Books > Computing & IT > Applications of computing > Virtual reality
With the explosive growth in mobile phone usage and rapid rise
in search engine technologies over the last decade, augmented
reality (AR) is poised to be one of this decade's most disruptive
technologies, as the information that is constantly flowing around
us is brought into view, in real-time, through augmented reality.
In this cutting-edge book, the authors outline and discuss
never-before-published information about augmented reality and its
capabilities. With coverage of mobile, desktop, developers,
security, challenges, and gaming, this book gives you a
comprehensive understanding of what augmented reality is, what it
can do, what is in store for the future and most importantly: how
to benefit from using AR in our lives and careers.
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.
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.
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.
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.
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.
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.
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 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 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.
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.
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.
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.
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.
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. |
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