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

Coming of Age in Second Life - An Anthropologist Explores the Virtually Human (Paperback, Revised edition): Tom Boellstorff Coming of Age in Second Life - An Anthropologist Explores the Virtually Human (Paperback, Revised edition)
Tom Boellstorff; Preface by Tom Boellstorff
R659 R569 Discovery Miles 5 690 Save R90 (14%) Ships in 12 - 17 working days

Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. At the time of its initial publication in 2008, Coming of Age in Second Life was the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group. Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself. Now with a new preface in which the author places his book in light of the most recent transformations in online culture, Coming of Age in Second Life remains the classic ethnography of virtual worlds.

Virtual Realities - Dagstuhl Seminar 2008 (Paperback, Edition.): Sabine Coquillart, Guido Brunnett, Greg Welch Virtual Realities - Dagstuhl Seminar 2008 (Paperback, Edition.)
Sabine Coquillart, Guido Brunnett, Greg Welch
R4,228 Discovery Miles 42 280 Ships in 10 - 15 working days

The articles by well-known international experts intend to facilitate more elaborate expositions of the research presented at the seminar, and to collect and document the results of the various discussions, including ideas and open problems that were identified. Correspondingly the book will consist of two parts. Part I will consist of extended articles describing research presented at the seminar. This will include papers on tracking, motion capture, displays, cloth simulation, and applications. Part II will consist of articles that capture the results of breakout discussions, describe visions, or advocate particular positions. This will include discussions about system latency, 3D interaction, haptic interfaces, social gaming, perceptual issues, and the fictional "Holodeck."

Distributed Virtual Worlds - Foundations and Implementation Techniques Using VRML, Java, and CORBA (Paperback, Softcover... Distributed Virtual Worlds - Foundations and Implementation Techniques Using VRML, Java, and CORBA (Paperback, Softcover reprint of hardcover 1st ed. 2001)
Stephan Diehl
R1,436 Discovery Miles 14 360 Ships in 10 - 15 working days

Recently, with the success of Java and the existence of different interfaces be tween VRML and Java, it became possible to implement three-dimensional internet applications on standard VRML browsers (Plugins) using Java. With the widespread use of VRML-Browsers, e.g., as part of the Netscape Com municator and Microsoft's Internet Explorerstandard distributions, everyone connected to the internet via a PC ( and some other platforms) can directly enter a virtual world without installing a new kind of software. The VRML technology offers the basis for new forms of customer services, e.g., interactive three-dimensional product configuration, spare part ordering, or customer training. Also this technology can be used for CSCW in intranets. This book has a theoretical and a practical part. The theoretical part is intended more for teachers and researchers, while the practical part is in tended for web designers, programmers and students, who want to have both a hands-on approach to implementing Web 3D applications and a technically detailed overview of existing solutions for specific problems in this area."

Virtual Reality and Virtual Environments - A Tool for Improving Occupational Safety and Health (Book): Andrzej Grabowski Virtual Reality and Virtual Environments - A Tool for Improving Occupational Safety and Health (Book)
Andrzej Grabowski
R1,419 Discovery Miles 14 190 Ships in 12 - 17 working days
Social Computing and Virtual Communities (Hardcover): Panayiotis Zaphiris, Chee Siang Ang Social Computing and Virtual Communities (Hardcover)
Panayiotis Zaphiris, Chee Siang Ang
R5,575 Discovery Miles 55 750 Ships in 12 - 17 working days

Growing more quickly than we can study or come to fully understand it, social computing is much more than the next thing. Whether it is due more to technology-driven convenience or to the basic human need to find kindred connection, online communication and communities are changing the way we live.
Social Computing and Virtual Communities compiles contributions from international experts to offer the sort of multidisciplinary study that is required in any investigation of communities. Delving fully into theories and methods, application areas, and types of online social environments, this book -

  • Introduces several theories regarding online social interaction
  • Provides a general overview of methodologies, qualitative and quantitative, for analyzing and evaluating virtual communities
  • Makes an in-depth investigation into e-learning communities and the formation of social networks of learners
  • Examines healthcare communities motivated by physical pain, illness, and burdensome symptoms
  • Discusses intellectual property (IP) issues, including those involving user-generated content
  • Delves into the topic of online trust
  • Introduces virtual communities, in which users immerse themselves in a 3D virtual environment, including MMORPG (massively multiplayer online role playing games)
  • Presents an unusual community of older people of Chinese culture who perceive virtual communities as a place where old beliefs and traditional norms can be preserved
  • Explores the rapid rise of social networking sites (SNS)

Books of this kind are uncommon. This work not only provides case studies of different domains of virtual communities and different types of social technologies but also emphasizes theoretical and methodological aspects required to research and analyze such communities.

Emerging Extended Reality Technologies for Industry 4.0 - Early Experiences with Conception,  Design, Implementation,... Emerging Extended Reality Technologies for Industry 4.0 - Early Experiences with Conception, Design, Implementation, Evaluation and Deployment (Hardcover)
JG Tromp
R4,993 Discovery Miles 49 930 Ships in 12 - 17 working days

In the fast-developing world of Industry 4.0, which combines Extended Reality (XR) technologies, such as Virtual Reality (VR) and Augmented Reality (AR), creating location aware applications to interact with smart objects and smart processes via Cloud Computing strategies enabled with Artificial Intelligence (AI) and the Internet of Things (IoT), factories and processes can be automated and machines can be enabled with self-monitoring capabilities. Smart objects are given the ability to analyze and communicate with each other and their human co-workers, delivering the opportunity for much smoother processes, and freeing up workers for other tasks. Industry 4.0 enabled smart objects can be monitored, designed, tested and controlled via their digital twins, and these processes and controls are visualized in VR/AR. The Industry 4.0 technologies provide powerful, largely unexplored application areas that will revolutionize the way we work, collaborate and live our lives. It is important to understand the opportunities and impact of the new technologies and the effects from a production, safety and societal point of view.

Advances in Multimedia Modeling - 14th International Multimedia Modeling Conference, MMM 2008, Kyoto, Japan, January 9-11,... Advances in Multimedia Modeling - 14th International Multimedia Modeling Conference, MMM 2008, Kyoto, Japan, January 9-11, 2008, Proceedings (Paperback, 2008 ed.)
Shin'ichi Satoh, Frank Nack, Minoru Etoh
R1,538 Discovery Miles 15 380 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 14th International Multimedia Modeling Conference, MMM 2007, held in Kyoto, Japan, in January 2007. The 23 revised full papers and 24 revised poster papers were carefully reviewed and selected from more than 130 submissions. The papers are organized in topical sections that include material on media understanding, creative media, visual content representation, and video codecs, as well as media retrieval, audio and music.

Virtual Storytelling. Using Virtual Reality Technologies for Storytelling - 4th International Conference, ICVS 2007,... Virtual Storytelling. Using Virtual Reality Technologies for Storytelling - 4th International Conference, ICVS 2007, Saint-Malo, France, December 5-7, 2007, Proceedings (Paperback, 3., Vollst. ??B)
Marc Cavazza, Stephane Donikian
R1,469 Discovery Miles 14 690 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 4th International Conference on Virtual Storytelling, ICVS 2007, held in Saint-Malo, France, in December 2007. The 12 revised full papers, three invited papers and seven poster and demo papers were carefully reviewed and selected. The papers are organized in topical sections on authoring tools and story models, behavior modeling, user interactivity, an invited session: related EU projects, as well as the poster and demo session.

Virtual Reality - Second International Conference, ICVR 2007, Held as Part of HCI International 2007, Beijing, China, July... Virtual Reality - Second International Conference, ICVR 2007, Held as Part of HCI International 2007, Beijing, China, July 22-27, 2007, Proceedings (Paperback, 2007 ed.)
Randall Shumaker
R2,933 Discovery Miles 29 330 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the Second International Conference on Virtual Reality, ICVR 2007, held in Beijing, China. It covers 3D rendering and visualization, interacting and navigating in virtual and augmented environments, industrial applications of virtual reality, as well as health, cultural, educational and entertainment applications.

Advances in Multimedia Modeling - 13th International Multimedia Modeling Conference, MMM 2007, Singapore, January 9-12, 2007,... Advances in Multimedia Modeling - 13th International Multimedia Modeling Conference, MMM 2007, Singapore, January 9-12, 2007, Proceedings, Part I (Paperback, 2006 ed.)
Tat-Jen Cham, Jianfei Cai, Chitra Dorai, Deepu Rajan, Tat-Seng Chua, …
R3,191 Discovery Miles 31 910 Ships in 10 - 15 working days

The two volume set LNCS 4351 and LNCS 4352 constitutes the refereed proceedings of the 13th International Multimedia Modeling Conference, MMM 2007, held in Singapore in January 2007. Based on rigorous reviewing, the program committee selected 123 carefully revised full papers of the main technical sessions and 33 revised full papers of four special sessions from a total of 392 submissions for presentation in two volumes.

Interactive Technologies and Sociotechnical Systems - 12th International Conference, VSMM 2006, Xi'an, China, October... Interactive Technologies and Sociotechnical Systems - 12th International Conference, VSMM 2006, Xi'an, China, October 18-20, 2006, Proceedings (Paperback, 2006 ed.)
Hongbin Zha, Zhigeng Pan, Hal Thwaites, Alonzo C. Addison, Maurizio Forte
R1,546 Discovery Miles 15 460 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 13th International Conference on Interactive Technologies and Sociotechnical Systems, VSMM 2006, held in Xi'an, China in October 2006.

The 59 revised full papers presented together with one keynote paper were carefully reviewed and selected from more than 180 submissions. The papers are organized in topical sections on virtual reality and computer graphics, vision and image technology, geometry processing, collaborative systems and GIS-related, digital heritage and healthcare, sensing and robotics, as well as arts and gaming.

Intelligent Virtual Agents - 6th International Conference, IVA 2006, Marina Del Rey, CA; USA, August 21-23, 2006, Proceedings... Intelligent Virtual Agents - 6th International Conference, IVA 2006, Marina Del Rey, CA; USA, August 21-23, 2006, Proceedings (Paperback, 2006 ed.)
Jonathan Gratch, Michael Young, Ruth Aylett, Daniel Ballin, Patrick Olivier
R1,527 Discovery Miles 15 270 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 6th International Workshop on Intelligent Virtual Agents, IVA 2006, held in Marina Del Rey, CA, USA, in August 2006.

The 24 revised full papers and 11 revised short papers presented together with 3 invited talks and the abstracts of 19 poster papers were carefully reviewed and selected from 73 submissions. The papers are organized in topical sections on social impact of IVAs, IVAs recognizing human behavior, human interpretation of IVA behavior, embodied conversational agents, characteristics of nonverbal behavior, behavior representation languages, generation of nonverbal behavior with speech, IVAs in serious games, cognition and emotion, and applications of IVAs.

Virtual Storytelling. Using Virtual Reality Technologies for Storytelling - Third International Conference, VS 2005,... Virtual Storytelling. Using Virtual Reality Technologies for Storytelling - Third International Conference, VS 2005, Strasbourg, France, November 30-December 2, 2005, Proceedings (Paperback, 2005 ed.)
Gerard Subsol
R1,569 Discovery Miles 15 690 Ships in 10 - 15 working days

The 1st International Conference on Virtual Storytelling took place on September 27-28, 2001, in Avignon (France) in the prestigious Popes' Palace. Despite the tragic events of September 11 that led to some last-minute cancellations, nearly 100 people from 14 different countries attended the 4 invited lectures given by international experts, the 13 scientific talks and the 6 scientific demonstrations. Virtual Storytelling 2003 was held on November 20-21, 2003, in Toulouse (France) in the Modern and Contemporary Art Museum "Les Abattoirs." One hundred people from 17 different countries attended the conference composed of 3 invited lectures, 16 scientific talks and 11 posters/demonstrations. Since autumn 2003, there has been strong collaboration between the two major virtual/digital storytelling conference series in Europe: Virtual Storytelling and TIDSE (Technologies for Interactive Digital Storytelling and Entertainment). Thus the conference chairs of TIDSE and Virtual Storytelling decided to establish a 2 year turnover for both conferences and to join the respective organizers in the committees. For the third edition of Virtual Storytelling, the Organization Committee chose to extend the conference to 3 days so that more research work and applications could be be presented, to renew the Scientific and Application Board, to open the conference to new research or artistic communities, and to call for the submission of full papers and no longer only abstracts so as to make a higher-level selection.

Designing Virtual Reality Systems - The Structured Approach (Paperback, 2005 ed.): Gerard Kim Designing Virtual Reality Systems - The Structured Approach (Paperback, 2005 ed.)
Gerard Kim
R1,469 Discovery Miles 14 690 Ships in 10 - 15 working days

Developing and maintaining a VR system is a very difficult task, requiring in-depth knowledge in many disciplines. The difficulty lies in the complexity of having to simultaneously consider many system goals, some of which are conflicting.

This book is organized so that it follows a spiral development process for each stage, describing the problem and possible solutions for each stage. Much more hands-on than other introductory books, concrete examples and practical solutions to the technical challenges in building a VR system are provided.

Part 1 covers the very basics in building a VR system and explains various technical issues in object modeling and scene organization. Part 2 deals with 3D multimodal interaction, designing for usable and natural interaction and creating realistic object simulation. Primarily written for first level graduates, advanced undergraduates and IT professionals will also find this a valuable guide.

Introduction to Virtual Reality (Paperback, Softcover reprint of the original 1st ed. 2004): John Vince Introduction to Virtual Reality (Paperback, Softcover reprint of the original 1st ed. 2004)
John Vince
R1,566 Discovery Miles 15 660 Ships in 10 - 15 working days

During the last decade the word virtual became one of the most exposed words in the English language. Today we have virtual universities, virtual offices, virtual pets, virtual actors, virtual museums, virtual doctors - and all because of virtual reality. So what is virtual reality? Essentially, virtual reality is about the navigation and manipulation of 3D computer-generated environments. A VR user is able to navigate by walking, running or even flying through a virtual environment and explore viewpoints that would be impossible in the real world. But the real benefit of VR is the ability to touch, animate, pickup and reposition virtual objects and create totally new configurations. Key topics: The origins of VR How VR works How VR is being used The field of Virtual Reality is moving very quickly and increasing numbers of people need to know more about this exciting subject. Introduction to Virtual Reality explains what VR is about, without going into the underlying mathematical techniques, but at the same time providing a solid understanding and foundation of the techniques and applications involved.

The Advanced Game Narrative Toolbox (Hardcover): Tobias Heussner The Advanced Game Narrative Toolbox (Hardcover)
Tobias Heussner
R3,841 Discovery Miles 38 410 Ships in 12 - 17 working days

The Advanced Game Narrative Toolbox continues where the Game Narrative Toolbox ended. While the later covered the basics of writing for games, the Advanced Game Narrative Toolbox will cover techniques for the intermediate and professional writer. The book will cover topics such as how to adapt a novel to a game, how to revive IPs and how to construct transmedia worlds. Each chapter will be written by a professional with exceptional experience in the field of the chapter. Key Features Learn from industry experts how to tackle today's challenges in storytelling for games. A learn by example and exercise approach, which was praised in the Game Narrative Toolbox. An in depth view on advanced storytelling techniques and topics as they are currently discussed and used in the gaming industry. Expand your knowledge in game writing as you learn and try yourself to design quests, write romances and build worlds as you would as a writer in a game studio. Improve your own stories by learning and trying the techniques used by the professionals of game writing.

Virtual Storytelling; Using Virtual Reality Technologies for Storytelling - Second International Conference, ICVS 2003,... Virtual Storytelling; Using Virtual Reality Technologies for Storytelling - Second International Conference, ICVS 2003, Toulouse, France, November 20-21, 2003, Proceedings (Paperback, 2003 ed.)
Olivier Balet, Gerard Subsol, Patrice Torguet
R1,469 Discovery Miles 14 690 Ships in 10 - 15 working days

In September 2001, we organized the 1st International Conference on Virtual Sto- telling in Avignon, France. This was the ?rst international scienti?c event entirely - voted to the new discipline that links the ancient human art of storytelling to the latest high technologies of the Virtual Reality era. Since this date, technology has not slowed its course. We all know that personal computers are even more powerful, but there have been huge advances in graphics boards.These arenowprogrammableandcan renderin realtime hugequantitiesof data as well as special effectsthat until recently requireda dedicatedgraphicssuperworks- tion. Applications that were in the research lab have now come to market. 3D Virtual Humans, the heroes of today's video games, are taking their ?rst steps on e-business Web sites. These will be the stars of tomorrow. New topics are being intensively - searched, especially, mixed and enhanced realities - the art of combining synthesized with real worlds. This evolution raises many technical, applicational, artistic and even ethical qu- tions.Theoccasionofthe2ndInternationalConferenceonVirtualStorytellingprovided an excellentopportunityto onceagaingatherresearchersfromthe scienti?c, artistic and industrialcommunitiestodemonstratenewmethodsandtechniques.Thiswasthevenue to show the latest results, and exchange concepts and ideas about the use of Virtual - ality technologiesfor creating, populating, renderingand interactingwith stories, wh- ever their form, be it theatre, movie, cartoon, advertisement, puppet show, multimedia work, video games, etc.

Esports in Higher Education - Fostering Successful Student-Athletes and Successful Programs (Paperback): George S. McClellan,... Esports in Higher Education - Fostering Successful Student-Athletes and Successful Programs (Paperback)
George S. McClellan, Ryan S. Arnett, Charles M. Hueber
R942 Discovery Miles 9 420 Ships in 12 - 17 working days

This comprehensive resource examines the rapidly-growing esports phenomenon in higher education, bringing the perspectives of players, administrators, and scholars together in one volume to discuss the basics of esports, how to start and maintain successful esports programs, and issues and trends in the field. Esports are a global phenomenon with an estimated audience of 400 million people in 2018. Given their already strong base and rising popularity on college campuses, esports have been referred to as the new college football. This book offers practical insights into how to develop and maintain an esports program that is consistent with institutional purposes and values. The book is helpful to all types of institutions (small to large, public and private, 2-year or 4-year). It draws on current scholarship and the professional experience of the authors, focused heavily on practical advice for higher education professionals. Among the challenges of esports in higher education the book addresses are competition structure, competition climate, child protection, cheating, gambling, lack of reliable relevant data to inform decisions, and the advent of an esports arms race. Some of the opportunities described in the book include student recruitment and success networks with high schools, and partnerships with the esports industry. Done correctly, esports can provide a structured way for all students (on campus, off campus, and online) to engage in both curricular and cocurricular programming that can provide measurable learning outcomes and have a positive impact on retention rates.

The Social Life of Avatars - Presence and Interaction in Shared Virtual Environments (Paperback, Softcover reprint of the... The Social Life of Avatars - Presence and Interaction in Shared Virtual Environments (Paperback, Softcover reprint of the original 1st ed. 2002)
Ralph Schroeder
R2,774 Discovery Miles 27 740 Ships in 10 - 15 working days

Virtual reality technology has been developed commercially since the early 1990s but it is only recently, with the popularity of the internet, that it has become feasible to link many users simultaneously in shared virtual environments. This raises a number of interesting questions such as: what is the difference between face-to-face and avatar-to-avatar interaction? What patterns govern the formation of virtual communities? How does the appearance of the avatar change the nature of the communication? There has been much speculation about issues such as these but research is still at a relatively early stage. This is the first book to bring together work from relevant disciplines to form a reference guide for practitioners, students and researchers interested in how we interact in computer-generated environments. It contains contributions from most of the key people in this area (including Microsoft Research's Virtual Worlds Group) and presents their findings in a way which is accessible to readers who are new to this field or who come from related areas. It is divided into 2 parts; chapters 2-6 deal with internet-based virtual worlds which have been widely used by the public; chapters 7-10 deal with networked VR systems which have been primarily used in pilot studies and research. Some chapters take the viewpoint of a participant observer, whilst others take a more experimental approach and assess the results of relevant trials. This book will be essential reading for anyone involved in developing, using or researching virtual worlds, and will also be of interest to students on courses such as VR and Computer-mediated communication.

Intelligent Virtual Agents - Third International Workshop, IVA 2001, Madrid, Spain, September 10-11, 2001. Proceedings... Intelligent Virtual Agents - Third International Workshop, IVA 2001, Madrid, Spain, September 10-11, 2001. Proceedings (Paperback, 2001 ed.)
Angelica de Antonio, Ruth Aylett, Daniel Ballin
R1,541 Discovery Miles 15 410 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the Third International Workshop on Intelligent Virtual Agents, IVA 2001, held in Madrid, Spain in September 2001.The 16 revised full papers and five short papers presented together with two invited surveys were carefully reviewed and selected for inclusion in the book. Among the topics addressed are intelligent agents in education, virtual human societies, virtual agents, animation systems, autonomous avatars, the virtual self, agent societies, Internet agents, mobile agents, collaborative virtual environments, virtual storytelling, interactive improvisational plays, agent-oriented simulation, and 3D agents.

Virtual and Augmented Architecture (VAA'01) - Proceedings of the International Symposium on Virtual and Augmented... Virtual and Augmented Architecture (VAA'01) - Proceedings of the International Symposium on Virtual and Augmented Architecture (VAA'01), Trinity College, Dublin, 21 -22 June 2001 (Paperback, 2001 ed.)
Bob Fisher, Kenneth Dawson-Howe, Carol O'Sullivan
R2,798 Discovery Miles 27 980 Ships in 10 - 15 working days

This book focuseson the use of computer visionand graphics in architecture. It arose from a convergenceof several hot topics: 1. visualization of built environments for engineering, historical and other purposes, 2. virtual reconstruction of architecture from visual data of existing struc tures, whether via photogrammetric or range sensing techniques, and 3. augmentation of video data of architecture with useful information. The focus here is on architecture and howto present it, enhance it's abilities, make it easier to understand and make it accessibleto a larger public. Collective interest in this topic led to the International Symposium on Virtual and Augmented Architecture, whose papers are contained in this book. As editors, we were very pleased about how well the different papers chosen gavea nice focus to the topic and conference.It is clear that there are many different research approaches still active in this area - this makes it an exciting time. Wehope that this book captures that excitement and succeeds in bringing it to you.

Collaborative Virtual Environments - Digital Places and Spaces for Interaction (Paperback, illustrated edition): Elizabeth F.... Collaborative Virtual Environments - Digital Places and Spaces for Interaction (Paperback, illustrated edition)
Elizabeth F. Churchill, David N. Snowdon, Alan J. Munro
R2,802 Discovery Miles 28 020 Ships in 10 - 15 working days

This volume provides a comprehensive introduction to the field of collaborative virtual environments. It tells you all you need to know about the latest technology, state-of-the-art research, and good working practice.The issues raised include: - what is a CVE? - what are the issues in the design of embodiments and objects within CVEs? - how can CVEs support collocated and non-collocated collaborative and cooperative work? - what are the best ways to provide awareness of the actions of others? - how can they support seamless interactions given differential computational resources? - what design issues arise from the meeting of social requirements and computational limitations? - what technical challenges face the designers of CVE systems?It will be invaluable reading for anyone with an interest in collaboration but will be of particular interest to researchers and students in areas related to computer supported cooperative and collaborative work and human computer interaction.

Virtual Environments 2000 - Proceedings of the Eurographics Workshop in Amsterdam, The Netherlands, June 1-2, 2000 (Paperback,... Virtual Environments 2000 - Proceedings of the Eurographics Workshop in Amsterdam, The Netherlands, June 1-2, 2000 (Paperback, Softcover reprint of the original 1st ed. 2000)
J.D. Mulder, R.Van Liere
R2,786 Discovery Miles 27 860 Ships in 10 - 15 working days

This book contains the proceedings of the sixth Eurographics Workshop on Vir tual Environments. The event took place from June 1 to June 2, 2000, in Am sterdam. We hope that readers will find these proceedings to be valuable, not only for virtual environment researchers, but also for practitioners developing or using virtual environment applications. We are glad to report that visibility of the workshop continues to expand and that virtual environment researchers and practitioners from allover the world are submitting papers. This year, 40 papers and case studies were submitted of which 20 were accepted. In addition, we are glad to see that the focus of the workshop is also expanding. We accepted 6 research papers on evaluation of virtual environments and there was a broad sampling of other topics. We would like to thank all those involved in organizing the symposium. In particular, thanks go to Mieke Brune who was in charge of the local organization. In addition, we want to thank the international program committee for their excellent, yet laborious, job in reviewing all submitted papers. The quality of the workshop is a reflection of the quality of the submitted papers and the quality of the reviewing process.

Cyberseduction - Reality in the Age of Psychotechnology (Hardcover): Jeri Fink Cyberseduction - Reality in the Age of Psychotechnology (Hardcover)
Jeri Fink
R841 R744 Discovery Miles 7 440 Save R97 (12%) Ships in 10 - 15 working days

Born from today's evolutionary psychology and its studies of developing human behavior and emotions is the radical new concept from psychotherapist Jeri Fink that virtual reality has been with us since humans first walked the earth and has only been heightened by today's technology. Psychologically, humans are "wired" to crave experiences beyond our daily existence. From the cave dweller's fireside stories of slaying massive beasts and the Elizabethan experience of Shakespeare's tragedies to today's blockbuster disaster movies and, most importantly, interactive computer communication, we have always lived in a "virtual" culture.
The brilliant visionary founder of "psychotechnology," an inquiry into the merging of psychology and technology, Dr. Fink is a leading mental health expert in the use of virtual applications in clinical practice. Cyberseduction: Reality in the Age of Psychotechnology places the ideas of cyberspace and virtual reality into the historical context of human perception and experience across the ages.
From a biological perspective, Dr. Fink explains how and why people are seduced by many virtual realities, both simple and complex, and compares our respective experiences of reality and virtuality, showing how humanity has adapted and evolved. As humanity seeks to further meld itself with machines, the line between illusion and reality is increasingly blurred.
Dr. Fink discusses her groundbreaking theory of manufactured reality by using specific types of virtualities: religion, sex, the media, and other aspects of daily living. She also considers the effects of new computer software and the internet, where anonymous individuals can become and experience almost anything they choose.
Cyberseduction is a fascinating exploration of the psychology of digital culture.

Understanding Virtual Design Studios (Paperback, Edition. ed.): Mary L. Maher, Simeon J. Simoff, Anna Cicognani Understanding Virtual Design Studios (Paperback, Edition. ed.)
Mary L. Maher, Simeon J. Simoff, Anna Cicognani
R1,474 Discovery Miles 14 740 Ships in 10 - 15 working days

Understanding Virtual Design Studios examines the issues involved in setting up and running a virtual design studio. Rather than focusing on the technology or how to apply it, the reader is presented with an interdisciplinary framework for understanding, organising, running and improving virtual design studios both in professional and educational practice. The authors assess the potential benefits, such as improved creativity and collaboration, and highlight the areas in which our understanding needs to improve:
How people collaborate in an environment where interaction is mediated by shared computer resources
How to organise and manage a distributed workspace efficiently
How people represent and communicate design ideas in an electronic form
Of interest to both design professionals and researchers interested in computer-mediated collaboration, this volume will also be of interest to anyone who needs a clear picture of what this new technology can do for them.

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