0
Your cart

Your cart is empty

Browse All Departments
Price
  • R100 - R250 (12)
  • R250 - R500 (56)
  • R500+ (416)
  • -
Status
Format
Author / Contributor
Publisher

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

Creating Second Lives - Community, Identity and Spatiality as Constructions of the Virtual (Hardcover): Astrid Ensslin, Eben... Creating Second Lives - Community, Identity and Spatiality as Constructions of the Virtual (Hardcover)
Astrid Ensslin, Eben Muse
R4,444 Discovery Miles 44 440 Ships in 12 - 17 working days

This book aims to provide insights into how ?second lives? in the sense of virtual identities and communities are constructed textually, semiotically and discursively, specifically in the online environment Second Life and Massively Multiplayer Online Games such as World of Warcraft. The book's philosophy is multi-disciplinary and its goal is to explore the question of how we as gamers and residents of virtual worlds construct alternative online realities in a variety of ways. Of particular significance to this endeavour are conceptions of the body in cyberspace and of spatiality, which manifests itself in ?natural? and built environments as well as the triad of space, place and landscape. The contributors? disciplinary backgrounds include media, communication, cultural and literary studies, and they examine issues of reception and production, identity, community, gender, spatiality, natural and built environments using a plethora of methodological approaches ranging from theoretical and philosophical contemplation through social semiotics to corpus-based discourse analysis.

Mixed and Augmented Reality in Medicine (Paperback): Terry M. Peters, Cristian A. Linte, Ziv Yaniv, Jacqueline Williams Mixed and Augmented Reality in Medicine (Paperback)
Terry M. Peters, Cristian A. Linte, Ziv Yaniv, Jacqueline Williams
R1,481 Discovery Miles 14 810 Ships in 12 - 17 working days

Augmented reality (AR) is transforming how we work, learn, play and connect with the world, and is now being introduced to the field of medicine, where it is revolutionising healthcare as pioneering virtual elements are being added to real images to provide a more compelling and intuitive view during procedures. This book, which had its beginnings at the AE-CAI: Augmented Environments for Computer-Assisted Interventions MICCAI Workshop in Munich in 2015, is the first to review the area of mixed and augmented reality in medicine. Covering a range of examples of the use of AR in medicine, it explores its relevance to minimally-invasive interventions, how it can improve the accuracy of a procedure and reduce procedure time, and how it may be employed to reduce radiation risks. It also discusses how AR can be an effective tool in the education of physicians, medical students, nurses and other health professionals. Features: An ideal practical guide for medical professionals and students looking to understand the implementation, applications, and future of AR Contains the latest developments and technologies in this innovative field Edited by highly respected pioneers in the field, who have been immersed in AR as well as virtual reality and image-guided surgery since their inception, with chapter contributions from subject area specialists working with AR

Virtual Reality Designs (Hardcover): Adriana Pena Perez Negron, Graciela Lara Lopez, Hector Rafael Orozco Aguirre Virtual Reality Designs (Hardcover)
Adriana Pena Perez Negron, Graciela Lara Lopez, Hector Rafael Orozco Aguirre
R5,040 Discovery Miles 50 400 Ships in 12 - 17 working days

Virtual Reality is not real life. Instead it is life-like creations using computer-generated scenarios. Human behavior is replicated in virtual scenarios, where every detail is controlled by computers, and in situations that can be repeated under the same conditions. Based on technology and design, the user can experience presence. In the virtual world, users are embodied in avatars that represent them and are the means to interact with the virtual environment. Avatars are graphical models that behave on behalf of the human behind them. The user avatar is a proxy that also backs interaction with others, allowing computer-mediated interactions. Analyses directed to understand people's perceptions, personal and social behavior in computer mediated interactions, comprise a multidisciplinary area of study that involves, among others, computer science, psychology and sociology. In the last two decades a number of studies supported by Virtual Reality have been conducted to understand human behavior, in some cases the implications of the technology, or to reproduce artificial human behavior. This book presents a collection of studies from recognized researchers in the area.

Bodies in Code - Interfaces with Digital Media (Paperback): Mark B.N. Hansen Bodies in Code - Interfaces with Digital Media (Paperback)
Mark B.N. Hansen
R1,217 Discovery Miles 12 170 Ships in 12 - 17 working days

"Bodies in Code "explores how our bodies experience and adapt to digital environments. Cyberculture theorists have tended to overlook biological reality when talking about virtual reality, and Mark B. N. Hansen's book shows what they've been missing. Cyberspace is anchored in the body, he argues, and it's the body--not high-tech computer graphics--that allows a person to feel like they are really "moving" through virtual reality. Of course these virtual experiences are also profoundly affecting our very understanding of what it means to live as embodied beings.
Hansen draws upon recent work in visual culture, cognitive science, and new media studies, as well as examples of computer graphics, websites, and new media art, to show how our bodies are in some ways already becoming virtual.

Bodies in Code - Interfaces with Digital Media (Hardcover, New): Mark B.N. Hansen Bodies in Code - Interfaces with Digital Media (Hardcover, New)
Mark B.N. Hansen
R4,144 Discovery Miles 41 440 Ships in 12 - 17 working days

"Bodies in Code "explores how our bodies experience and adapt to digital environments. Cyberculture theorists have tended to overlook biological reality when talking about virtual reality, and Mark B. N. Hansen's book shows what they've been missing. Cyberspace is anchored in the body, he argues, and it's the body--not high-tech computer graphics--that allows a person to feel like they are really "moving" through virtual reality. Of course these virtual experiences are also profoundly affecting our very understanding of what it means to live as embodied beings.
Hansen draws upon recent work in visual culture, cognitive science, and new media studies, as well as examples of computer graphics, websites, and new media art, to show how our bodies are in some ways already becoming virtual.

Re-thinking Leisure in a Digital Age (Hardcover): Michael Silk, Brad Millington, Emma Rich, Anthony Bush Re-thinking Leisure in a Digital Age (Hardcover)
Michael Silk, Brad Millington, Emma Rich, Anthony Bush
R3,983 Discovery Miles 39 830 Ships in 12 - 17 working days

Digital worlds and cultures-social media, web 2.0, youtube, wearable technologies, health and fitness apps-dominate, if not order, our everyday lives. We are no longer 'just' consumers or readers of digital culture but active producers through facebook, twitter, Instagram, youtube and other emerging technologies. This book is predicated on the assumption that out understanding of our everyday lives should be informed by what is taking place in and through emerging technologies given these (virtual) environments provide a crucial context where traditional, categorical assumptions about the body, identity and leisure may be contested. Far from being 'virtual', the body is constituted within and through emerging technologies in material ways. Recent 'moral panics' over the role of digital cultures in teen suicide, digital drinking games, an endless array of homoerotic images of young bodies being linked with steroid use, disordered eating and body dissatisfaction, facebook games/fundraising campaigns (e.g. for breast cancer), movements devoted to exposing 'everyday sexism' / metoo, twitter abuse (of feminists, of athletes, of racist nature to name but a few), speak to the need for critical engagement with digital cultures. While some of the earlier techno-utopian visions offered the promise of digitality to give rise to participatory, user generator collaborations, within this book we provide critical engagement with digital technologies and what this means for our understandings of leisure cultures. The chapters originally published in a special issue in Leisure Studies.

Virtual Theatres - An Introduction (Paperback, New Ed): Gabriella Giannachi Virtual Theatres - An Introduction (Paperback, New Ed)
Gabriella Giannachi
R1,195 Discovery Miles 11 950 Ships in 12 - 17 working days

The first full-length book of its kind to offer an investigation of the interface between theatre, performance and digital arts, Virtual Theatres presents the theatre of the twenty-first century in which everything - even the viewer - can be simulated.

In this fascinating volume, Gabriella Giannachi analyzes the aesthetic concerns of current computer-arts practices through discussion of a variety of artists and performers including:

* blast Theory
* Merce Cunningham
* Eduardo Kac
* forced entertainment
* Lynn Hershman
* Jodi Orlan
* Guillermo Gomez-Pena
* Marcel-li Antunez Roca
* Jeffrey Shaw
* Stelarc.

Virtual Theatres not only allows for a reinterpretation of what is possible in the world of performance practice, but also demonstrates how 'virtuality' has come to represent a major parameter for our understanding and experience of contemporary art and life.

Researching Virtual Worlds - Methodologies for Studying Emergent Practices (Paperback): Louise Phillips, Ursula Plesner Researching Virtual Worlds - Methodologies for Studying Emergent Practices (Paperback)
Louise Phillips, Ursula Plesner
R1,495 Discovery Miles 14 950 Ships in 12 - 17 working days

This volume presents a wide range of methodological strategies that are designed to take into account the complex, emergent, and continually shifting character of virtual worlds. It interrogates how virtual worlds emerge as objects of study through the development and application of various methodological strategies. Virtual worlds are not considered objects that exist as entities with fixed attributes independent of our continuous engagement with them and interpretation of them. Instead, they are conceived of as complex ensembles of technology, humans, symbols, discourses, and economic structures, ensembles that emerge in ongoing practices and specific situations. A broad spectrum of perspectives and methodologies is presented: Actor-Network-Theory and post-Actor-Network-Theory, performativity theory, ethnography, discourse analysis, Sense-Making Methodology, visual ethnography, multi-sited ethnography, and Social Network Analysis.

Extending Virtual Worlds - Advanced Design for Virtual Environments (Hardcover): Ann Latham Cudworth Extending Virtual Worlds - Advanced Design for Virtual Environments (Hardcover)
Ann Latham Cudworth
R5,510 Discovery Miles 55 100 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.

Virtual Reality and the Built Environment (Hardcover, 2nd edition): Jennifer Whyte, agana Nikolic Virtual Reality and the Built Environment (Hardcover, 2nd edition)
Jennifer Whyte, agana Nikolic
R3,842 Discovery Miles 38 420 Ships in 12 - 17 working days

Like the first edition, the central question this book addresses is how virtual reality can be used in the design, production and management of the built environment. The book aims to consider three key questions. What are the business drivers for the use of virtual reality? What are its limitations? How can virtual reality be implemented within organizations? Using international case studies it answers these questions whilst addressing the growth in the recent use of building information modelling (BIM) and the renewed interest in virtual reality to visualize and understand data to make decisions. With the aim of inspiring and informing future use, the authors take a fresh look at current applications in the construction sector, situating them within a broader trajectory of innovation. The new edition expands the scope to consider both immersive virtual reality as a way of bringing professionals inside a building information model, and augmented reality as a way of taking this model and related asset information out to the job-site. The updated edition also considers these technologies in the context of other developments that were in their infancy when the first edition was written - such as laser scanning, mobile technologies and big data. Virtual Reality in the Built Environment is essential reading for professionals in architecture, construction, design, surveying and engineering and students on related courses who need an understanding of BIM, CAD and virtual reality in the sector. Please follow the book's Twitter account: @vrandbe http://buildingvr.blogspot.co.uk/

Virtual Geographies - Bodies, Space and Relations (Paperback, New): Mike Crang, Phil Crang, Jon May Virtual Geographies - Bodies, Space and Relations (Paperback, New)
Mike Crang, Phil Crang, Jon May
R1,695 Discovery Miles 16 950 Ships in 12 - 17 working days


Virtual Geographies explores how new communication technologies are being used to produce new geographies and new types of space. Leading contributors from a wide range of disciplines including geography, sociology, philosophy and literature:
* investigate how visions of cyberspace have been constructed
* offer a critical assessment of the status of virtual environments and geographies
* explore how virtual environments reshape the way we think and write about the world.
This book sets recent technological developments in a historical and geographical perspective to offer a clearer view of the new vistas ahead.

Spatial Multimedia and Virtual Reality (Hardcover): Antonio S. Camara, Jonathan Raper Spatial Multimedia and Virtual Reality (Hardcover)
Antonio S. Camara, Jonathan Raper
R3,389 Discovery Miles 33 890 Ships in 12 - 17 working days

The intersection of two disciplines and technologies which have become mature academic research topics in the 1990s was destined to be a dynamic area for collaboration and publication. However, until now no significant book-length treatment of the meeting of GIS and Virtual Reality has been available. This volume puts that situation to rights by bringing these together to cement some common understanding and principles in a potentially highly promising area for technological collaboration and cross-fertilisation.
The result is a volume which ranges in subject matter from studies of a Virtual GIS Room to Spatial Agents, and from an Environmental Multimedia System to Computer-Assisted 3D Geographic Education. All the contributors are well-known international scientists, principally from the computational side of GIS. It will be a valuable resource for any GIS researcher or professional looking to understand the leading edge of this fertile field.

Virtual Geographies - Bodies, Space and Relations (Hardcover, New): Mike Crang, Phil Crang, Jon May Virtual Geographies - Bodies, Space and Relations (Hardcover, New)
Mike Crang, Phil Crang, Jon May
R5,339 Discovery Miles 53 390 Ships in 12 - 17 working days


Virtual Geographies explores how new communication technologies are being used to produce new geographies and new types of space. Leading contributors from a wide range of disciplines including geography, sociology, philosophy and literature:
* investigate how visions of cyberspace have been constructed
* offer a critical assessment of the status of virtual environments and geographies
* explore how virtual environments reshape the way we think and write about the world. This book sets recent technological developments in a historical and geographical perspective to offer a clearer view of the new vistas ahead.

eBook available with sample pages: 0203169425

Virtual Reality Filmmaking - Techniques & Best Practices for VR Filmmakers (Hardcover): Celine Tricart Virtual Reality Filmmaking - Techniques & Best Practices for VR Filmmakers (Hardcover)
Celine Tricart
R4,587 Discovery Miles 45 870 Ships in 12 - 17 working days

Virtual Reality Filmmaking presents a comprehensive guide to the use of virtual reality in filmmaking, including narrative, documentary, live event production, and more. Written by Celine Tricart, a filmmaker and an expert in new technologies, the book provides a hands-on guide to creative filmmaking in this exciting new medium, and includes coverage on how to make a film in VR from start to finish. Topics covered include: The history of VR; VR cameras; Game engines and interactive VR; The foundations of VR storytelling; Techniques for shooting in live action VR; VR postproduction and visual effects; VR distribution; Interviews with experts in the field including the Emmy-winning studios Felix & Paul and Oculus Story Studio, Wevr, Viacom, Fox Sports, Sundance's New Frontier, and more.

Methods for Studying Video Games and Religion (Hardcover): Vit Sisler, Kerstin Radde-Antweiler, Xenia Zeiler Methods for Studying Video Games and Religion (Hardcover)
Vit Sisler, Kerstin Radde-Antweiler, Xenia Zeiler
R4,134 Discovery Miles 41 340 Ships in 12 - 17 working days

Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.

Into the Image - Culture and Politics in the Field of Vision (Paperback, New): Kevin Robins Into the Image - Culture and Politics in the Field of Vision (Paperback, New)
Kevin Robins
R1,198 R1,043 Discovery Miles 10 430 Save R155 (13%) Ships in 12 - 17 working days

We are constantly being told that we are living through an image revolution. In this sceptical exploration of the politics of visual culture, Kevin Robins assesses the nature of our emotional and imaginary investment in the visual media from photography to virtual reality. He looks at how modern image technologies allow us to monitor and survey the "real" world while maintaining a distance which somehow denies its reality. He asks what pressures lie behind the utopian fantasies of cyberspace with its alternative realities and virtual communities. Rather than accepting the fashionable idea that the new visual technologies are displacing the real, "Into the Image" examines them sociologically, as shaped by forces and events in the real world, and demonstrates that what continues to matter is the relation of image and screen culture to the way we interact with that world.

Into the Image - Culture and Politics in the Field of Vision (Hardcover): Kevin Robins Into the Image - Culture and Politics in the Field of Vision (Hardcover)
Kevin Robins
R2,647 Discovery Miles 26 470 Ships in 12 - 17 working days

We are constantly being told that we are living through an image revolution. In this sceptical exploration of the politics of visual culture, Kevin Robins assesses the nature of our emotional and imaginary investment in the visual media from photography to virtual reality. He looks at how modern image technologies allow us to monitor and survey the "real" world while maintaining a distance which somehow denies its reality. He asks what pressures lie behind the utopian fantasies of cyberspace with its alternative realities and virtual communities. Rather than accepting the fashionable idea that the new visual technologies are displacing the real, "Into the Image" examines them sociologically, as shaped by forces and events in the real world, and demonstrates that what continues to matter is the relation of image and screen culture to the way we interact with that world.

Extending Virtual Worlds - Advanced Design for Virtual Environments (Paperback): Ann Latham Cudworth Extending Virtual Worlds - Advanced Design for Virtual Environments (Paperback)
Ann Latham Cudworth
R1,696 Discovery Miles 16 960 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.

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
R2,184 Discovery Miles 21 840 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?

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
R1,589 Discovery Miles 15 890 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.

Virtual Reality Methods - A Guide for Researchers in the Social Sciences and Humanities (Hardcover): Phil Jones, Tess Osborne Virtual Reality Methods - A Guide for Researchers in the Social Sciences and Humanities (Hardcover)
Phil Jones, Tess Osborne; Adapted by Calla Sullivan-Drage, Natasha Keen, Eleanor Gadsby
R1,313 Discovery Miles 13 130 Ships in 12 - 17 working days

EPUB and EPDF available Open Access under CC-BY-NC-ND licence. Since the mid-2010s, virtual reality (VR) technology has advanced rapidly. This book explores the many opportunities that VR can offer for humanities and social sciences researchers. The book provides a user-friendly, non-technical methods guide to using ready-made VR content and 360 Degrees video as well as creating custom materials. It examines the advantages and disadvantages of different approaches to using VR, providing helpful, real-world examples of how researchers have used the technology. The insights drawn from this analysis will inspire scholars to explore the possibilities of using VR in their own research projects.

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
R4,622 Discovery Miles 46 220 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.

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
R3,407 Discovery Miles 34 070 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.

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
R389 Discovery Miles 3 890 Ships in 9 - 15 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.

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
R3,979 Discovery Miles 39 790 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.

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
Manifestations of Queerness in Video…
Gaspard Pelurson Hardcover R4,131 Discovery Miles 41 310
Videogame Atlas - Mapping Interactive…
Luke Caspar Pearson, Sandra Youkhana Hardcover R1,050 Discovery Miles 10 500
Hearthstone: Innkeeper's Tavern Cookbook
Chelsea Monroe-Cassel Hardcover  (1)
R540 R443 Discovery Miles 4 430
Assassin's Creed: The Culinary Codex
Thibaud Villanova Hardcover R745 R616 Discovery Miles 6 160
A Game of Life or Death
Triona Campbell Paperback R215 Discovery Miles 2 150
Spanish-Israeli Relations, 1956-1992…
Guy Setton Hardcover R3,524 Discovery Miles 35 240
Research Handbook on the Law of Virtual…
Woodrow Barfield, Marc J. Blitz Paperback R1,714 Discovery Miles 17 140
Re-thinking Leisure in a Digital Age
Michael Silk, Brad Millington, … Paperback R1,225 Discovery Miles 12 250
Learner Autonomy and CALL Environments
Klaus Schwienhorst Hardcover R1,203 Discovery Miles 12 030
Spatial Augmented Reality - Merging Real…
Oliver Bimber, Ramesh Raskar Hardcover R3,999 Discovery Miles 39 990

 

Partners