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

A Very Spectrum Christmas - Celebrating Seasonal Software on the Sinclair ZX Spectrum (Paperback): Thomas A Christie A Very Spectrum Christmas - Celebrating Seasonal Software on the Sinclair ZX Spectrum (Paperback)
Thomas A Christie
R509 Discovery Miles 5 090 Ships in 10 - 15 working days
Metaverse - The Visionary Guide for Beginners to Discover and Invest in Virtual Lands, Blockchain Gaming, Digital art of NFTs... Metaverse - The Visionary Guide for Beginners to Discover and Invest in Virtual Lands, Blockchain Gaming, Digital art of NFTs and the Fascinating technologies of VR, AR and AI (Paperback)
Clark Griffin
R760 R625 Discovery Miles 6 250 Save R135 (18%) Ships in 10 - 15 working days
The Metaverse - Prepare Now for the Next Big Thing (Paperback): Terry Winters The Metaverse - Prepare Now for the Next Big Thing (Paperback)
Terry Winters
R389 R319 Discovery Miles 3 190 Save R70 (18%) Ships in 10 - 15 working days
When VR Serious Games Meet Special Needs Education - Research, Development and Their Applications (Hardcover, 1st ed. 2021):... When VR Serious Games Meet Special Needs Education - Research, Development and Their Applications (Hardcover, 1st ed. 2021)
Yiyu Cai, Qi Cao
R4,242 Discovery Miles 42 420 Ships in 10 - 15 working days

This book presents selected research and development on virtual reality (VR) and serious games (SG) applications to assist children with Autism Spectrum Disorder (ASD) in their learning of different skills. Children with ASD have challenges to learn skills of learning, living, and working, due to their cognitive and behavioral limitations. The authors and their research teams of this book have many years' research experience developing innovative and interactive VR and SG technology for the special needs education. More specifically, several VR serious games are designed to train children with ASD on learning skill, life skill, and job skill. Such games are often developed based on the needs of special education and used by special needs schools in Singapore. This book is a useful resource for students, scholars, and designers of learning material who want to embrace VR and SG for children with ASD.

Virtual Heritage - A Guide (Paperback): Erik Malcolm Champion Virtual Heritage - A Guide (Paperback)
Erik Malcolm Champion
R686 Discovery Miles 6 860 Ships in 10 - 15 working days
VR (Paperback): Andy Lancaster VR (Paperback)
Andy Lancaster
R358 Discovery Miles 3 580 Ships in 10 - 15 working days
Changing World - Origin (Paperback): Sergei Katz Changing World - Origin (Paperback)
Sergei Katz
R660 Discovery Miles 6 600 Ships in 10 - 15 working days
Machine Learning - 2 Books in 1: An Introduction Math Guide for Beginners to Understand Data Science Through the Business... Machine Learning - 2 Books in 1: An Introduction Math Guide for Beginners to Understand Data Science Through the Business Applications (Paperback)
Samuel Hack
R717 Discovery Miles 7 170 Ships in 10 - 15 working days
Virtual Reality, Empathy and Ethics (Hardcover, 1st ed. 2021): Matthew Cotton Virtual Reality, Empathy and Ethics (Hardcover, 1st ed. 2021)
Matthew Cotton
R2,172 Discovery Miles 21 720 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.

Sanctuary I - The First Secular Diaspora (Paperback): Russell Hatler, Nikki Brate Sanctuary I - The First Secular Diaspora (Paperback)
Russell Hatler, Nikki Brate
R511 Discovery Miles 5 110 Ships in 10 - 15 working days
The Forsaken Crypts (Paperback): Terry C. Simpson The Forsaken Crypts (Paperback)
Terry C. Simpson
R417 Discovery Miles 4 170 Ships in 10 - 15 working days
Virtual Heaven, redux (Paperback): Taylor Kole Virtual Heaven, redux (Paperback)
Taylor Kole
R452 Discovery Miles 4 520 Ships in 10 - 15 working days
Augmented Reality and Virtual Reality - New Trends in Immersive Technology (Hardcover, 1st ed. 2021): M. Claudia Tom Dieck,... Augmented Reality and Virtual Reality - New Trends in Immersive Technology (Hardcover, 1st ed. 2021)
M. Claudia Tom Dieck, Timothy H. Jung, Sandra M. C. Loureiro
R5,292 Discovery Miles 52 920 Ships in 10 - 15 working days

This book features the latest research in the area of immersive technologies, presented at the 6th International Augmented Reality and Virtual Reality Conference, held in online in 2020. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, health care, tourism, events, fashion, entertainment, retail and the gaming industry. The book is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.

Terms of Service - Subject to change without notice (Paperback): Craig W Stanfil Terms of Service - Subject to change without notice (Paperback)
Craig W Stanfil
R504 R431 Discovery Miles 4 310 Save R73 (14%) Ships in 10 - 15 working days
The Ephemeral Age - Keys to understand fast times and scheduled obsolescence (Paperback): Byron Rizzo The Ephemeral Age - Keys to understand fast times and scheduled obsolescence (Paperback)
Byron Rizzo
R185 Discovery Miles 1 850 Ships in 10 - 15 working days
Real Money from Virtual Reality - Entrepreneur Edition - How to successfully launch your VR product in the location-based... Real Money from Virtual Reality - Entrepreneur Edition - How to successfully launch your VR product in the location-based entertainment industry. (Paperback)
Bob Cooney
R532 Discovery Miles 5 320 Ships in 10 - 15 working days
What is Augmented Reality? - Everything You Wanted to Know Featuring Exclusive Interviews With the Leaders of the AR Industry... What is Augmented Reality? - Everything You Wanted to Know Featuring Exclusive Interviews With the Leaders of the AR Industry (Paperback)
Yoni Binstock
R554 Discovery Miles 5 540 Ships in 10 - 15 working days
Implementing Augmented Reality Into Immersive Virtual Learning Environments (Paperback): Donna Russell Implementing Augmented Reality Into Immersive Virtual Learning Environments (Paperback)
Donna Russell
R4,629 Discovery Miles 46 290 Ships in 10 - 15 working days

The potential to integrate augmented reality into educational settings has led to the development of myriad programs for implementing these transformative technologies into education. However, the transformative learning processes possible for learners can best be developed through integration in immersive virtual learning environments. The integration of augmented reality (AR) technologies into education involves matching the potential of AR with the most effective instructional model for immersing learners in the learning process. With current research focused heavily on blended or online learning, augmented reality fits right into the new technologies and trends that are being developed and utilized on a consistent basis. There is a need for research that provides detailed curriculum guides, templates for designing virtual worlds, evaluation processes, and immersive learning procedures that can be utilized to provide the best educational environment for student success. Implementing Augmented Reality Into Immersive Virtual Learning Environments provides current research for the integration of transformative new technologies into multiple educational settings. Examining the why, what, and how of integrating augmented reality into immersive virtual learning technologies, this book covers various educational settings, such as nursing education, sports coaching, language education, and more. While highlighting the benefits for virtual reality, its role in remote learning, the logistics of simulation, and branches of it such as gamification, this book is ideally intended for teachers, school administrators, teacher educators, practitioners, IT specialists, educational software developers, researchers, academicians, and students interested in integrating augmented reality in educational programs.

How Blockchain will Change the World - A Beginner's Guide To Blockchain Technology, Bitcoin, and the Future of Financial... How Blockchain will Change the World - A Beginner's Guide To Blockchain Technology, Bitcoin, and the Future of Financial Technology (Paperback)
Alex Kim
R329 Discovery Miles 3 290 Ships in 10 - 15 working days
.NET Developer's Guide to Augmented Reality in iOS - Building Immersive Apps Using Xamarin, ARKit, and C# (Paperback, 1st... .NET Developer's Guide to Augmented Reality in iOS - Building Immersive Apps Using Xamarin, ARKit, and C# (Paperback, 1st ed.)
Lee Englestone
R1,684 Discovery Miles 16 840 Ships in 10 - 15 working days

Attention .NET developers, here is your starting point for learning how to create and publish augmented reality (AR) apps for iOS devices. This book introduces and explores iOS augmented reality mobile app development specifically for .NET developers. The continued adoption and popularity of Xamarin, a tool that allows cross-platform mobile application development, opens up many app publishing opportunities to .NET developers that were never before possible, including AR development. You will use Xamarin to target Apple's augmented reality framework, ARKit, to develop augmented reality apps in the language you prefer-C#. Begin your journey with a foundational introduction to augmented reality, ARKit, Xamarin, and .NET. You will learn how this remarkable collaboration of technologies can produce fantastic experiences, many of them never before tried by .NET developers. From there you will dive into the fundamentals and then explore various topics and AR features. Throughout your learning, proof of concepts will be demonstrated to reinforce learning. After reading this book you will have the fundamentals you need, as well as an understanding of the overarching concepts that combine them. You will come away with an understanding of the wide range of augmented reality features available for developers, including the newest features included in the latest versions of ARKit. What You Will Learn Create rich commercial and personal augmented reality mobile apps Explore the latest capabilities of ARKit Extend and customize chapter examples for building your own amazing apps Graduate from traditional 2D UI app interfaces to immersive 3D AR interfaces Who This Book Is For Developers who want to learn how to use .NET and C# to create augmented reality apps for iOS devices. It is recommended that developers have some Xamarin experience and are aware of the cross-platform options available to .NET. A paid Apple developer account is not needed to experiment with the AR code samples on your devices.

The Tech Savvy User's Guide to the Digital World - Second Edition (Paperback): Lori Getz The Tech Savvy User's Guide to the Digital World - Second Edition (Paperback)
Lori Getz
R398 Discovery Miles 3 980 Ships in 10 - 15 working days
Emerging Technologies in Virtual Learning Environments (Hardcover): Kim Becnel Emerging Technologies in Virtual Learning Environments (Hardcover)
Kim Becnel
R5,761 Discovery Miles 57 610 Ships in 10 - 15 working days

The emergent phenomena of virtual reality, augmented reality, and mixed reality is having an impact on ways people communicate with technology and with each other. Schools and higher education institutions are embracing these emerging technologies and implementing them at a rapid pace. The challenge, however, is to identify well-defined problems where these innovative technologies can support successful solutions and subsequently determine the efficacy of effective virtual learning environments. Emerging Technologies in Virtual Learning Environments is an essential scholarly research publication that provides a deeper look into 3D virtual environments and how they can be developed and applied for the benefit of student learning and teacher training. This book features a wide range of topics in the areas of science, technology, engineering, arts, and math to ensure a blend of both science and humanities research. Therefore, it is ideal for curriculum developers, instructional designers, teachers, school administrators, higher education faculty, professionals, researchers, and students studying across all academic disciplines.

Life Bytes - Growing Up Geek: Part One - The New Frontier (Paperback): Kristian Bland Life Bytes - Growing Up Geek: Part One - The New Frontier (Paperback)
Kristian Bland
R807 Discovery Miles 8 070 Ships in 10 - 15 working days
Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality (Paperback): Amit Kumar Tyagi Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality (Paperback)
Amit Kumar Tyagi
R5,347 Discovery Miles 53 470 Ships in 10 - 15 working days

Augmented and virtual reality (AR and VR) offer exciting opportunities for human computer interaction (HCI), the enhancement of places, and new business cases. Though VR is most popular for video games, especially among younger generations, AR and VR can also be used in applications that include military, medical, navigational, tourism, marketing, and maintenance uses. Research in these technologies along with 3D user interfaces has gained momentum in recent years and has solidified it as a staple technology for the foreseeable future. Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality includes a collection of business case studies covering a variety of topics related to AR, VR, and mixed reality (MR) including their use in possible applications. This book also touches on the diverse uses of AR and VR in many industries and discusses their importance, challenges, and opportunities. While discussing the use these technologies in sectors such as education, healthcare, and computer science, this book is ideal for computer scientists, engineers, practitioners, stakeholders, researchers, academicians, and students who are interested in the latest research on augmented, mixed, and virtual reality.

Virtual Reality (Paperback): Samuel Greengard Virtual Reality (Paperback)
Samuel Greengard
R417 R339 Discovery Miles 3 390 Save R78 (19%) Ships in 12 - 17 working days

A comprehensive overview of developments in augmented reality, virtual reality, and mixed reality-and how they could affect every part of our lives. After years of hype, extended reality-augmented reality (AR), virtual reality (VR), and mixed reality (MR)-has entered the mainstream. Commercially available, relatively inexpensive VR headsets transport wearers to other realities-fantasy worlds, faraway countries, sporting events-in ways that even the most ultra-high-definition screen cannot. AR glasses receive data in visual and auditory forms that are more useful than any laptop or smartphone can deliver. Immersive MR environments blend physical and virtual reality to create a new reality. In this volume in the MIT Press Essential Knowledge series, technology writer Samuel Greengard offers an accessible overview of developments in extended reality, explaining the technology, considering the social and psychological ramifications, and discussing possible future directions. Greengard describes the history and technological development of augmented and virtual realities, including the latest research in the field, and surveys the various shapes and forms of VR, AR, and MR, including head-mounted displays, mobile systems, and goggles. He examines the way these technologies are shaping and reshaping some professions and industries, and explores how extended reality affects psychology, morality, law, and social constructs. It's not a question of whether extended reality will become a standard part of our world, he argues, but how, when, and where these technologies will take hold. Will extended reality help create a better world? Will it benefit society as a whole? Or will it merely provide financial windfalls for a select few? Greengard's account equips us to ask the right questions about a transformative technology.

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