0
Your cart

Your cart is empty

Browse All Departments
Price
  • R100 - R250 (15)
  • R250 - R500 (53)
  • R500+ (399)
  • -
Status
Format
Author / Contributor
Publisher

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

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
R2,101 Discovery Miles 21 010 Ships in 12 - 17 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?

Extending Virtual Worlds - Advanced Design for Virtual Environments (Hardcover): Ann Latham Cudworth Extending Virtual Worlds - Advanced Design for Virtual Environments (Hardcover)
Ann Latham Cudworth
R5,296 Discovery Miles 52 960 Ships in 12 - 17 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
R1,558 Discovery Miles 15 580 Ships in 12 - 17 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.

Designing XR - A Rhetorical Design Perspective for the Ecology of Human+Computer Systems (Hardcover): Peter (Zak) Zakrzewski Designing XR - A Rhetorical Design Perspective for the Ecology of Human+Computer Systems (Hardcover)
Peter (Zak) Zakrzewski
R2,526 Discovery Miles 25 260 Ships in 12 - 17 working days

The long-standing cultural imperative of augmenting human intellect continues to move ever closer to its full manifestation, described by Marshall McLuhan as an extension of the human nervous system. The escalating blending of immersive technologies with advanced computation has created an emerging domain which increasingly allows socio-technical system makers to produce not only human-computer interactions, but advanced, multi-minded human+computer (H+C) systems. The critical shift toward user immersion within systems of digital information and simulation makes the scale of immersive media's potential impact on human life, culture and well-being unlike that of any previous medium. In Designing XR, Peter (Zak) Zakrzewski presents H+C immersion as a multi-dimensional design problem - a Research Through Design (RTD) zone which addresses the question of: How can transformative design-thinking-based knowledge system complement the existing human-computer interaction (HCI) invention model to contribute to the creation of more participatory, socially viable, and humane immersive media environments? The book lays out a proposal for ushering the creation of ecologically sound augmented mind based on two essential tasks. The first involves a framework for the design, implementation, and iteration of purposeful, multi-minded, participatory immersive H+C systems. The second focuses on the extended reality experience (XRX) design practice that rhetorically invites users to actively engage with immersive systems while fully exercising their autonomy and agency based on informed choice.

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
R2,596 Discovery Miles 25 960 Ships in 10 - 15 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.

Experience on Demand - What Virtual Reality Is, How It Works, and What It Can Do (Hardcover): Jeremy Bailenson Experience on Demand - What Virtual Reality Is, How It Works, and What It Can Do (Hardcover)
Jeremy Bailenson
R667 Discovery Miles 6 670 Ships in 12 - 17 working days

Virtual reality is able to effectively blur the line between reality and illusion, pushing the limits of our imagination and granting us access to any experience possible. These experiences, ones that the brain is convinced are real, will soon be available at the click of a button. In Experience on Demand, Jeremy Bailenson draws on two decades spent researching the psychological effects of virtual reality to help readers understand this new medium. He offers expert guidelines for interacting with VR and describes the profound ways this technology can be used to hone our performance, help us recover from trauma, improve our learning and communication abilities, and even enhance our empathic and imaginative capacities so that we treat others, the environment and ourselves better.

Virtual Reality: Concepts and Technologies (Hardcover, New): Philippe Fuchs, Guillaume Moreau, Pascal Guitton Virtual Reality: Concepts and Technologies (Hardcover, New)
Philippe Fuchs, Guillaume Moreau, Pascal Guitton
R4,444 Discovery Miles 44 440 Ships in 12 - 17 working days

A manual for both designers and users, comprehensively presenting the current state of experts' knowledge on virtual reality (VR) in computer science, mechanics, optics, acoustics, physiology, psychology, ergonomics, ethics, and related area. Designed as a reference book and design guide to help the reader develop a VR project, it presents the reader with the importance of the user s needs and various aspects of the human computer interface (HCI). It further treats technical aspects of VR, hardware and software implementations, and details on the sensory and psycho-sensory interfaces. Providing various concepts and technologies, including mathematics and modelling techniques, it allows the reader to formalize, conceptualize and construct a virtual reality project from original thought to application. This book is intended for engineers, computer scientists and computer game developers working on various VR applications. It can further serve as an educational tool in Virtual Reality courses for senior graduate and postgraduate students.

Virtual and Augmented Reality, Simulation and Serious Games for Education (Paperback, 1st ed. 2021): Yiyu Cai, Wouter van... Virtual and Augmented Reality, Simulation and Serious Games for Education (Paperback, 1st ed. 2021)
Yiyu Cai, Wouter van Joolingen, Koen Veermans
R4,062 Discovery Miles 40 620 Ships in 10 - 15 working days

This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of virtual reality, simulations and serious games in school practices. The different approaches highlight challenges and potential solutions and provide future directions for virtual reality, simulation and serious games research, for the design of learning material and for implementation in classrooms. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace virtual reality, simulation and/or serious games in their education.

Virtual Reality: Theory and Practice (Hardcover): Maxwell Oliver Virtual Reality: Theory and Practice (Hardcover)
Maxwell Oliver
R3,698 R3,237 Discovery Miles 32 370 Save R461 (12%) Ships in 10 - 15 working days
Sega Dreamcast: Collected Works (Hardcover): Simon Parkin Sega Dreamcast: Collected Works (Hardcover)
Simon Parkin
R854 Discovery Miles 8 540 Ships in 12 - 17 working days

The definitive history of the cult games console, produced in collaboration with Sega. This large format, deluxe hardback features a dazzling collection of never-before-published materials and specially commissioned editorial, offering unprecedented insight into the creation of Sega's last console and its celebrated library of games. A follow-on publication to our acclaimed 2014 release, Sega Mega Drive/Genesis: Collected Works, the book features a rich variety of content: manufacturing prototypes, stunning photography of rare hardware, game development materials, and peerlessly printed game imagery. Accompanying a cache of visual material gleaned from Sega's archives, is an in-depth, interview-led editorial piece by New Yorker contributing writer Simon Parkin. Featuring contributions from Yu Suzuki (Shenmue), Masayoshi Kikuchi (Jet Set Radio/Jet Grind Radio), Naoto Ohshima (Sonic Adventure) and Tetsuya Mizuguchi (Space Channel 5, Rez), this revealing retrospective sheds new light on this pivotal era for SEGA and chronicles the rise and fall of this lauded videogame console.

Virtual Manufacturing (Hardcover, 2011 ed.): Wasim Ahmed Khan, Abdul Raouf, Kai Cheng Virtual Manufacturing (Hardcover, 2011 ed.)
Wasim Ahmed Khan, Abdul Raouf, Kai Cheng
R8,490 Discovery Miles 84 900 Ships in 12 - 17 working days

Virtual Manufacturing presents a novel concept of combining human computer interfaces with virtual reality for discrete and continuous manufacturing systems. The authors address the relevant concepts of manufacturing engineering, virtual reality, and computer science and engineering, before embarking on a description of the methodology for building augmented reality for manufacturing processes and manufacturing systems. Virtual Manufacturing is centered on the description of the development of augmented reality models for a range of processes based on CNC, PLC, SCADA, mechatronics and on embedded systems. Further discussions address the use of augmented reality for developing augmented reality models to control contemporary manufacturing systems and to acquire micro- and macro-level decision parameters for managers to boost profitability of their manufacturing systems. Guiding readers through the building of their own virtual factory software, Virtual Manufacturing comes with access to online files and software that will enable readers to create a virtual factory, operate it and experiment with it. This is a valuable source of information with a useful toolkit for anyone interested in virtual manufacturing, including advanced undergraduate students, postgraduate students and researchers.

Videogame Atlas - Mapping Interactive Worlds (Hardcover): Luke Caspar Pearson, Sandra Youkhana Videogame Atlas - Mapping Interactive Worlds (Hardcover)
Luke Caspar Pearson, Sandra Youkhana; Foreword by Marie Foulston
R1,011 Discovery Miles 10 110 Ships in 12 - 17 working days

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.

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
R3,969 Discovery Miles 39 690 Ships in 12 - 17 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.

Experience on Demand - What Virtual Reality Is, How It Works, and What It Can Do (Paperback): Jeremy Bailenson Experience on Demand - What Virtual Reality Is, How It Works, and What It Can Do (Paperback)
Jeremy Bailenson
R441 R374 Discovery Miles 3 740 Save R67 (15%) Ships in 12 - 17 working days

Virtual reality is able to effectively blur the line between reality and illusion, pushing the limits of our imagination and granting us access to any experience possible. These experiences, ones that the brain is convinced are real, will soon be available at the click of a button. In Experience on Demand, Jeremy Bailenson draws on two decades spent researching the psychological effects of virtual reality to help readers understand this new medium. He offers expert guidelines for interacting with VR and describes the profound ways this technology can be used to hone our performance, help us recover from trauma, improve our learning and communication abilities, and even enhance our empathic and imaginative capacities so that we treat others, the environment and ourselves better.

Augmented Reality and Virtual Reality - New Trends in Immersive Technology (Paperback, 1st ed. 2021): M. Claudia Tom Dieck,... Augmented Reality and Virtual Reality - New Trends in Immersive Technology (Paperback, 1st ed. 2021)
M. Claudia Tom Dieck, Timothy H. Jung, Sandra M. C. Loureiro
R4,101 Discovery Miles 41 010 Ships in 12 - 17 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.

Virtual Theatres - An Introduction (Hardcover, New Ed): Gabriella Giannachi Virtual Theatres - An Introduction (Hardcover, New Ed)
Gabriella Giannachi
R3,972 Discovery Miles 39 720 Ships in 12 - 17 working days

Welcome to theatre of the 21st century, in which everything -except for the viewer can be simulated.
"Virtual Theatres" is the first full-length book of its kind to offer an investigation of the interface between theatre performance and digital arts. Through discussion of a variety of artists and performers - including Stelarc, Orlan, Forced Entertainment, Merce Cunningham and Blast Theory - Gabriella Giannachi analyses the aesthetic concerns of current computer arts practices and shows how they radically question our conventional uses and definitions of time, space, place, character, identity and realness. The book not only allows for a re-interpretation 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.

Living machines - A handbook of research in biomimetics and biohybrid systems (Hardcover): Tony J Prescott, Nathan Lepora, Paul... Living machines - A handbook of research in biomimetics and biohybrid systems (Hardcover)
Tony J Prescott, Nathan Lepora, Paul F.M.J. Verschure
R5,058 Discovery Miles 50 580 Ships in 12 - 17 working days

Contemporary research in science and engineering is seeking to harness the versatility and sustainability of living organisms. By exploiting natural principles, researchers hope to create new kinds of technology that are self-repairing, adaptable, and robust, and to invent a new class of machines that are perceptive, social, emotional, perhaps even conscious. This is the realm of the 'living machine'. Living machines can be divided into two types: biomimetic systems, that harness the principles discovered in nature and embody them in new artifacts, and biohybrid systems in which biological entities are coupled with synthetic ones. Living Machines: A handbook of research in biomimetic and biohybrid systems surveys this flourishing area of research, capturing the current state of play and pointing to the opportunities ahead. Promising areas in biomimetics include self-organization, biologically inspired active materials, self-assembly and self-repair, learning, memory, control architectures and self-regulation, locomotion in air, on land or in water, perception, cognition, control, and communication. Drawing on these advances the potential of biomimetics is revealed in devices that can harvest energy, grow or reproduce, and in animal-like robots that range from synthetic slime molds, to artificial fish, to humanoids. Biohybrid systems is a relatively new field, with exciting and largely unknown potential, but one that is likely to shape the future of humanity. This book surveys progress towards new kinds of biohybrid such as robots that merge electronic neurons with biological tissue, micro-scale machines made from living cells, prosthetic limbs with a sense of touch, and brain-machine interfaces that allow robotic devices to be controlled by human thought. The handbook concludes by exploring some of the impacts that living machine technologies could have on both society and the individual, exploring questions about how we will see and understand ourselves in a world in which the line between the natural and the artificial is increasingly blurred. With contributions from leading researchers from science, engineering, and the humanities, this handbook will be of broad interest to undergraduate and postgraduate students. Researchers in the areas of computational modeling and engineering, including artificial intelligence, machine learning, artificial life, biorobotics, neurorobotics, and human-machine interfaces will find Living Machines an invaluable resource.

Advances in Robotics and Virtual Reality (Hardcover, 2012): Tauseef Gulrez, Aboul Ella Hassanien Advances in Robotics and Virtual Reality (Hardcover, 2012)
Tauseef Gulrez, Aboul Ella Hassanien
R4,416 Discovery Miles 44 160 Ships in 10 - 15 working days

A beyond human knowledge and reach, robotics is strongly involved in tackling challenges of new emerging multidisciplinary fields. Together with humans, robots are busy exploring and working on the new generation of ideas and problems whose solution is otherwise impossible to find. The future is near when robots will sense, smell and touch people and their lives. Behind this practical aspect of human-robotics, there is a half a century spanned robotics research, which transformed robotics into a modern science. The Advances in Robotics and Virtual Reality is a compilation of emerging application areas of robotics. The book covers robotics role in medicine, space exploration and also explains the role of virtual reality as a non-destructive test bed which constitutes a premise of further advances towards new challenges in robotics. This book, edited by two famous scientists with the support of an outstanding team of fifteen authors, is a well suited reference for robotics researchers and scholars from related disciplines such as computer graphics, virtual simulation, surgery, biomechanics and neuroscience.

When VR Serious Games Meet Special Needs Education - Research, Development and Their Applications (Paperback, 1st ed. 2021):... When VR Serious Games Meet Special Needs Education - Research, Development and Their Applications (Paperback, 1st ed. 2021)
Yiyu Cai, Qi Cao
R4,071 Discovery Miles 40 710 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.

Projects Without Boundaries - Successfully Leading Teams and Managing Projects in a Virtual World (Hardcover): RJ Martinelli Projects Without Boundaries - Successfully Leading Teams and Managing Projects in a Virtual World (Hardcover)
RJ Martinelli
R1,600 Discovery Miles 16 000 Ships in 12 - 17 working days

Clear, proven solutions for virtual project management challenges Projects Without Boundaries offers project managers a clear framework for bringing both project management practices and project team leadership principles to the virtual space. Written by a team of authors with years of experience managing nationally and internationally distributed teams, this book provides a suite of best practices, checklists, and actionable strategies for managing a project and building a high-performing team in a virtual and multicultural environment. Real-world examples illustrate the application of the concepts discussed, and the Virtual Project Readiness Assessment facilitates both team evaluation and transformation planning for virtual project management improvement. Each chapter focuses on the critical challenges encountered while managing virtual projects and details proven solutions that improve a virtual organization, boost project performance, and facilitate positive outcomes. Globalization and technological advances have merged to create dynamic, productive teams that work together from around the globe; this opportunity can bring great difficulty for project managers, who must negotiate hurdles that no not exist on traditional projects. This book provides ready-made solutions specific to distributed and multicultural teams, to help you achieve the full potential of the global talent pool. * Overcome common challenges of virtual projects with distributed teams * Navigate complex team dynamics to ensure effective collaboration * Work seamlessly across borders, time zones, and cultures * Determine optimal virtual communication and collaboration tools * Apply traditional project management practices in a virtual setting A team fails or thrives on the strength of its management. Fitting the group's needs, expectations, personalities, and skills into a cohesive whole is seldom simple and distance adds an additional layer of complexity. Projects Without Boundaries provides expert guidance on keeping it together, with proven practices, tools, and virtual team leadership strategies.

Multimedia Computing Systems and Virtual Reality (Hardcover): Rajeev Tiwari, Neelam Duhan, Mamta Mittal, Abhineet Anand,... Multimedia Computing Systems and Virtual Reality (Hardcover)
Rajeev Tiwari, Neelam Duhan, Mamta Mittal, Abhineet Anand, Muhammad Attique Khan
R3,275 Discovery Miles 32 750 Ships in 12 - 17 working days

Most events and activities in today's world are ordinarily captured using photos, videos and other multimedia content. Such content has some limitation of storing data and fetching them effectively. Three-dimensional continuous PC animation is the most proper media to simulate these occasions and activities. This book focuses on futuristic trends and innovations in multimedia systems using big data, IoT and cloud technologies. The authors present recent advancements in multimedia systems as they relate to various application areas such as healthcare services and agriculture-related industries. The authors also discuss human-machine interface design, graphics modelling, rendering/animation, image/graphics techniques/systems and visualization. They then go on to explore multimedia content adaptation for interoperable delivery. Finally, the book covers cultural heritage, philosophical/ethical/societal/international issues, standards-related virtual technology and multimedia uses. This book is intended for computer engineers and computer scientists developing applications for multimedia and virtual reality and professionals working in object design and visualization, transformation, modelling and animation of the real world. Features: Focuses on futuristic trends and innovations in multimedia systems using big data, IoT and cloud technologies Offers opportunity for state-of-the-art approaches, methodologies and systems, and innovative use of multimedia-based emerging technology services in different application areas Discusses human-machine interface design, graphics modelling, rendering/animation, image/graphics techniques/systems and visualization Covers cultural heritage, philosophical/ethical/societal/international issues, standards-related virtual technology and multimedia uses Explores multimedia content adaptation for interoperable delivery and recent advancements in multimedia systems in context to various application areas such as healthcare services and agriculture-related fields Rajeev Tiwari is a Senior Associate Professor in the School of Computer Science at the University of Petroleum and Energy Studies, Dehradun, India. Neelam Duhan is an Associate Professor in the Department of Computer Engineering at J. C. Bose University of Science and Technology, YMCA, Faridabad, India. Mamta Mittal has 18 years of teaching experience, and her research areas include data mining, big data, machine learning, soft computing and data structure. Abhineet Anand is a Professor in the Computer Science and Engineering Department at Chitkara University, Punjab, India. Muhammad Attique Khan is a lecturer of the Computer Science Department at HITEC University, Taxila, Pakistan.

Predicting Real World Behaviors from Virtual World Data (Hardcover, 2014 ed.): Muhammad Aurangzeb Ahmad, Cuihua Shen, Jaideep... Predicting Real World Behaviors from Virtual World Data (Hardcover, 2014 ed.)
Muhammad Aurangzeb Ahmad, Cuihua Shen, Jaideep Srivastava, Noshir Contractor
R2,486 R1,786 Discovery Miles 17 860 Save R700 (28%) Ships in 12 - 17 working days

There is a growing body of literature that focuses on the similarities and differences between how people behave in the offline world vs. how they behave in these virtual environments. Data mining has aided in discovering interesting insights with respect to how people behave in these virtual environments. The book addresses prediction, mining and analysis of offline characteristics and behaviors from online data and vice versa. Each chapter will focus on a different aspect of virtual worlds to real world prediction e.g., demographics, personality, location, etc.

More Than Meets the Eye - Special Effects and the Fantastic Transmedia Franchise (Paperback): Bob Rehak More Than Meets the Eye - Special Effects and the Fantastic Transmedia Franchise (Paperback)
Bob Rehak
R671 Discovery Miles 6 710 Ships in 12 - 17 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.

.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
R1,629 Discovery Miles 16 290 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 World of DC Comics (Paperback): Andrew Friedenthal The World of DC Comics (Paperback)
Andrew Friedenthal
R612 Discovery Miles 6 120 Ships in 12 - 17 working days

The first sustained study of the DC Comics Multiverse, this book explores its history, meanings, and lasting influence. The multiverse is a unique exercise in world-building: a series of parallel and interactive worlds with a cohesive cosmology, developed by various creators over more than 50 years. In examining DC's unique worlds and characters, the book illustrates the expansive potential of a multiverse, full of characters, histories, geographies, religions, ethnographies, and more, and allowing for expressions of legacy, multiplicity, and play that have defined much of DC Comics' output. It shows how a multiverse can be a vital, energizing part of any imaginary world, and argues that students and creators of such worlds would do well to explore the implications and complexities of this world-building technique. Andrew J. Friedenthal has crafted a groundbreaking, engaging, and thoughtful examination of the multiverse, of interest to scholars and enthusiasts of not just comics studies, but also the fields of media studies and imaginary world studies.

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
What You Don't Know - Successfully Lead…
Will Bralick Hardcover R1,102 R891 Discovery Miles 8 910
Computer Systems and Software…
Information Reso Management Association Hardcover R9,691 Discovery Miles 96 910
Tools and Algorithms for the…
Armin Biere, David Parker Hardcover R1,867 Discovery Miles 18 670
Ethical Hacking - The Ultimate Guide to…
Lester Evans Hardcover R740 R616 Discovery Miles 6 160
Virtual and Augmented Reality…
Information Reso Management Association Hardcover R10,247 Discovery Miles 102 470
Software Engineering for Real-Time…
Jim Cooling Paperback R2,301 R2,084 Discovery Miles 20 840
Handbook of Software Engineering: Volume…
Tom Halt Hardcover R2,995 Discovery Miles 29 950
Principles of Security and Trust - 7th…
Lujo Bauer, Ralf Kusters Hardcover R1,661 Discovery Miles 16 610
Virtual and Augmented Reality…
Information Reso Management Association Hardcover R10,254 Discovery Miles 102 540
Clean Architecture - Tips and Tricks to…
William Vance Hardcover R638 R536 Discovery Miles 5 360

 

Partners