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

Emerging Technologies of Augmented Reality - Interfaces and Design (Hardcover): Michael Haller, Mark Billinghurst, Bruce Thomas Emerging Technologies of Augmented Reality - Interfaces and Design (Hardcover)
Michael Haller, Mark Billinghurst, Bruce Thomas
R2,648 Discovery Miles 26 480 Ships in 18 - 22 working days

Although the field of mixed reality has grown significantly over the last decade, there have been few published books about augmented reality, particularly the interface design aspects. ""Emerging Technologies of Augmented Reality: Interfaces and Design"" provides a foundation of the main concepts of augmented reality (AR), with a particular emphasis on user interfaces, design, and practical AR techniques, from tracking algorithms to design principles for AR interfaces. ""Emerging Technologies of Augmented Reality: Interfaces and Design"" contains comprehensive information focusing on the following topics: technologies that support AR, development environments, interface design and evaluation of applications, and case studies of AR applications.

Multiplying Worlds - Romanticism, Modernity, and the Emergence of Virtual Reality (Hardcover): Peter Otto Multiplying Worlds - Romanticism, Modernity, and the Emergence of Virtual Reality (Hardcover)
Peter Otto
R3,581 Discovery Miles 35 810 Ships in 10 - 15 working days

Multiplying Worlds argues that modern forms of virtual reality first appear in the urban/commercial milieu of London in the late eighteenth- and early nineteenth-century (1780-1830). It develops a revisionary account of relations between romanticism and popular entertainments, 'high' and 'low' literature, and verbal and visual virtual realities during this period. The argument is divided into three parts. The first, 'From the Actual to the Virtual', focuses on developments during the period from 1780 to 1795, as represented by Robert Barker's Panorama, Jeremy Bentham's Panopticon, and James Graham's Temple of Health and Hymen. The second part, 'From Representation to Poiesis', extends the study of late eighteenth- and early nineteenth-century virtual realities to include textual media. It considers the relation between textual and visual virtual-realities, while also introducing the Palace of Pandemonium and Satan/Prometheus as key figures in late eighteenth-century explorations of the implications of virtual reality. There are chapters on Ann Radcliffe's The Mysteries of Udolpho, Beckford's Fonthill Abbey, the Phantasmagoria, and Romantic representations of Satan. The book's third part, 'Actuvirtuality and Virtuactuality', provides an introduction to the Romantics' remarkably diverse (and to this point rarely studied) engagements with the virtual. It focuses on attempts to describe or indirectly present the cultural, material, or psychological apparatuses that project the perceptual world; reflections on the epistemological, ethical and political paradoxes that arise in a world of actuvirtuality and virtuactuality; and experiments in the construction of virtual worlds that, like those of Shakespeare (according to Coleridge) are not bound by 'the iron compulsion of [everyday] space and time'.

Virtual Reality Technologies for Future Telecommunications Systems +CD (Hardcover): A. Pakstas Virtual Reality Technologies for Future Telecommunications Systems +CD (Hardcover)
A. Pakstas
R3,204 Discovery Miles 32 040 Ships in 18 - 22 working days

In a face-to-face conversation, only 10 % of the message is conveyed by words, the remaining 90 % is carried via vocal pitch, emphasis, facial expressions, body language, and other related factors.

The challenge for future telecommunication systems will be to bridge the shortcomings of our current voice-orientated systems. Video conferencing and live chats are replacing our traditional forms of communication. Worldwide telecommunications networks are being redesigned to provide new multimedia services.

The goal of this book is to bring together end users, service providers and researchers from academia as well as the communications industry to share state-of-the-art information on projects, products, services, and processes for future virtual reality (VR) telecommunications systems.

Virtual Reality Technologies for Future Telecommunications Systems features:

  • today' s telecommunications systems and services - problems and limitations

  • a guide to employing VR in telecommunications networks

  • cutting edge research & rare insights into experimental VR telecommunications systems and services

  • aspects and challenges of the emerging technologies (user interface design, user behaviour, computational complexity, high-speed Internet)

  • accompanying CD with software demos and video footage
Researchers, network planners or engineers and visualisation engineers will find this edited volume useful and inspiring. The goal of the future is nothing less than electronic communication involving all five human senses!
Handbook of Augmented Reality (Hardcover, 2011): Borko Furht Handbook of Augmented Reality (Hardcover, 2011)
Borko Furht
R5,300 Discovery Miles 53 000 Ships in 18 - 22 working days

Augmented Reality (AR) refers to the merging of a live view of the physical, real world with context-sensitive, computer-generated images to create a mixed reality. Through this augmented vision, a user can digitally interact with and adjust information about their surrounding environment on-the-fly. "Handbook of Augmented Reality" provides an extensive overview of the current and future trends in Augmented Reality, and chronicles the dramatic growth in this field. The book includes contributions from world expert s in the field of AR from academia, research laboratories and private industry. Case studies and examples throughout the handbook help introduce the basic concepts of AR, as well as outline the Computer Vision and Multimedia techniques most commonly used today. The book is intended for a wide variety of readers including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students. This book can also be beneficial for business managers, entrepreneurs, and investors.

Connectivity and Knowledge Management in Virtual Organizations - Networking and Developing Interactive Communications... Connectivity and Knowledge Management in Virtual Organizations - Networking and Developing Interactive Communications (Hardcover)
Cesar Camison, Daniel Palacios, Fernando Garrigos, Carlos Devece
R4,980 Discovery Miles 49 800 Ships in 18 - 22 working days

Advances in computing technology and internet-worked environments have driven profound realignments not only in the dynamics of technologically mediated interpersonal interactions but also in the way organizations engage with consumers, producers, and other businesses. Connectivity and Knowledge Management in Virtual Organizations: Networking and Developing Interactive Communications provides managers and academicians with a comprehensive review of innovations and trends in virtual organizations. Covering topics such as knowledge creation and management, virtual customer networks, e-commerce, and virtual communities this reference book offers incisive analysis of the full spectrum of technologies, applications, practices, and outcomes within this growing field.

Internet of Things - What You Need to Know About IoT, Big Data, Predictive Analytics, Artificial Intelligence, Machine... Internet of Things - What You Need to Know About IoT, Big Data, Predictive Analytics, Artificial Intelligence, Machine Learning, Cybersecurity, Business Intelligence, Augmented Reality and Our Future (Hardcover)
Neil Wilkins
R665 R594 Discovery Miles 5 940 Save R71 (11%) Ships in 18 - 22 working days
Handbook of Research on the Global Impacts and Roles of Immersive Media (Hardcover): Jacquelyn Ford Morie, Kate McCallum Handbook of Research on the Global Impacts and Roles of Immersive Media (Hardcover)
Jacquelyn Ford Morie, Kate McCallum
R7,429 Discovery Miles 74 290 Ships in 18 - 22 working days

The world is witnessing a media revolution similar to the birth of the film industry from the early 20th Century. New forms of media are expanding the human experience from passive viewership to active participants, surrounding and enveloping us in ways film or television never could. New immersive media forms include virtual reality (VR), augmented reality (AR), mixed reality (XR), fulldome, CAVEs, holographic characters, projection mapping, and mixed experimental combinations of old and new, live, and generated media. With the continued expansion beyond the traditional frame, practitioners are crafting these new media to see how they can influence and shape the world. The Handbook of Research on the Global Impacts and Roles of Immersive Media is a collection of innovative research that provides insights on the latest in existing and emerging immersive technologies through descriptions of case studies, new business models, philosophical viewpoints, and scientific findings. While highlighting topics including augmented reality, interactive media, and spatial computing, this book is ideally designed for media technologists, storytellers, artists, journalists, designers, programmers, developers, manufacturers, entertainment executives, content creators, industry professionals, academicians, researchers, and media students.

Virtual Worlds and Metaverse Platforms - New Communication and Identity Paradigms (Hardcover, New): Nelson Zagalo, Leonel... Virtual Worlds and Metaverse Platforms - New Communication and Identity Paradigms (Hardcover, New)
Nelson Zagalo, Leonel Morgado, Ana Boa-Ventura
R4,978 Discovery Miles 49 780 Ships in 18 - 22 working days

While metaverse platforms are no longer a novel topic, they still pose challenges for the adaption of conventional research methodologies and communication practices. Virtual Worlds and Metaverse Platforms: New Communication and Identity Paradigms presents foundational research, models, case studies and research results that researchers and scholars can port to their own environments to evolve their own research processes and studies. The chapters cover scenarios of intellectual disciplines and technological endeavors in which metaverse platforms are currently being used and will be used, including: computation, human-computer interaction, design, media and communication, anthropology, sociology, psychology, education, philosophy, theology, arts, and aesthetics.

Augmented Reality Law, Privacy, and Ethics - Law, Society, and Emerging AR Technologies (Paperback): Brian Wassom Augmented Reality Law, Privacy, and Ethics - Law, Society, and Emerging AR Technologies (Paperback)
Brian Wassom
R1,044 Discovery Miles 10 440 Ships in 10 - 15 working days

Augmented Reality (AR) is the blending of digital information in a real-world environment. A common example can be seen during any televised football game, in which information about the game is digitally overlaid on the field as the players move and position themselves. Another application is Google Glass, which enables users to see AR graphics and information about their location and surroundings on the lenses of their "digital eyewear", changing in real-time as they move about. Augmented Reality Law, Privacy, and Ethics is the first book to examine the social, legal, and ethical issues surrounding AR technology. Digital eyewear products have very recently thrust this rapidly-expanding field into the mainstream, but the technology is so much more than those devices. Industry analysts have dubbed AR the "eighth mass medium" of communications. Science fiction movies have shown us the promise of this technology for decades, and now our capabilities are finally catching up to that vision. Augmented Reality will influence society as fundamentally as the Internet itself has done, and such a powerful medium cannot help but radically affect the laws and norms that govern society. No author is as uniquely qualified to provide a big-picture forecast and guidebook for these developments as Brian Wassom. A practicing attorney, he has been writing on AR law since 2007 and has established himself as the world's foremost thought leader on the intersection of law, ethics, privacy, and AR. Augmented Reality professionals around the world follow his Augmented Legality (R) blog. This book collects and expands upon the best ideas expressed in that blog, and sets them in the context of a big-picture forecast of how AR is shaping all aspects of society.

The Encyclopedia of Virtual Communities and Technologies (Hardcover, New): The Encyclopedia of Virtual Communities and Technologies (Hardcover, New)
R6,486 Discovery Miles 64 860 Ships in 18 - 22 working days

The Encyclopedia of Virtual Communities and Technologies has a number of articles that describe some of the latest advances in the field. Papers in this encyclopedia are of three types: papers that explore conceptual issues of virtual communities, articles that examine technical issues and others that study the impact of virtual environments. Conceptual articles include those that explore different types of virtual communities, their social status and impact, individual and group behavior in these communities. Technical articles report on the advances in the technology for virtual communities including the design of human-computer interfaces, new networking technologies, mobile computing and web services. Impact papers examine ways in which success and effectiveness can measured in virtual environments. Case studies and reports on best practices support findings in these three areas. Articles written in these three areas by experts in virtual communities provide a comprehensive coverage of this area.

Innovations in Digital Instruction Through Virtual Environments (Hardcover): Jason D. Dehart Innovations in Digital Instruction Through Virtual Environments (Hardcover)
Jason D. Dehart
R5,617 Discovery Miles 56 170 Ships in 18 - 22 working days

The implementation of virtual environments in education has been rapidly increasing in frequency after the COVID-19 pandemic. As these technologies rise in popularity, it is essential to understand the roles digital technologies play in fostering connections and learning, the affordances of digital texts and spaces for virtual classroom experiences, the difficulties educators have faced and how these practices have been crafted to meet these challenges, and more. Innovations in Digital Instruction Through Virtual Environments advances knowledge about the pedagogical decisions and lived experiences of researchers and educators both before and after the COVID-19 pandemic. It features research from those who have worked to sustain and develop digital/media pedagogical practices. Covering topics such as active learning environments, emotional labor, and textual engagements, this premier reference source is an excellent resource for educators and administrators of both K-12 and higher education, pre-service teachers, teacher educators, librarians, researchers, and academicians.

Virtual Worlds as Philosophical Tools - How to Philosophize with a Digital Hammer (Hardcover, 1st ed. 2015): Stefano Gualeni Virtual Worlds as Philosophical Tools - How to Philosophize with a Digital Hammer (Hardcover, 1st ed. 2015)
Stefano Gualeni
R2,934 Discovery Miles 29 340 Ships in 10 - 15 working days

Who are we in simulated worlds? Will experiencing worlds that are not 'actual' change our ways of structuring thought? Can virtual worlds open up new possibilities to philosophize? Virtual Worlds as Philosophical Tools tries to answer these questions from a perspective that combines philosophy of technology with videogame design.

Augmented Reality: Contemporary Applications (Hardcover): Josh Creel Augmented Reality: Contemporary Applications (Hardcover)
Josh Creel
R2,124 Discovery Miles 21 240 Ships in 10 - 15 working days
Multi-User Virtual Environments for the Classroom - Practical Approaches to Teaching in Virtual Worlds (Hardcover, New):... Multi-User Virtual Environments for the Classroom - Practical Approaches to Teaching in Virtual Worlds (Hardcover, New)
Giovanni Vincenti, James Braman
R4,655 Discovery Miles 46 550 Ships in 18 - 22 working days

The future success of education depends on technological and pedagogical innovation. Unbridled by the physical constraints of both time and space, virtual spaces transcend many limitations of the typical classroom, where learning depends on presence and physicality. Multi-User Virtual Environments for the Classroom: Practical Approaches to Teaching in Virtual Worlds highlights the work of educators daring enough to teach in these digital frontiers. Instructors will find cutting-edge teaching ideas in the theoretical discussions, case studies, and experiments presented in this book. These insights are applied to variety of subject areas and pedagogical contexts, including learning foreign languages in virtual environments, examples which encourage educators to design and develop new worlds of learning inside the university and beyond.

Augmented Reality and Virtual Reality - The Power of AR and VR for Business (Hardcover, 1st ed. 2019): M. Claudia Tom Dieck,... Augmented Reality and Virtual Reality - The Power of AR and VR for Business (Hardcover, 1st ed. 2019)
M. Claudia Tom Dieck, Timothy Jung
R4,646 Discovery Miles 46 460 Ships in 10 - 15 working days

This book presents a collection of the latest research in the area of immersive technologies, presented at the International Augmented and Virtual Reality Conference 2018 in Manchester, UK, and showcases how augmented reality (AR) and virtual reality (VR) are transforming the business landscape. Innovations in this field are seen as providing opportunities for businesses to offer their customers unique services and experiences. The papers gathered here advance the state of the art in AR/VR technologies and their applications in various industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and gaming. The volume collects contributions by prominent computer and social sciences experts from around the globe. Addressing the most significant topics in the field of augmented and virtual reality and sharing the latest findings, it will be of interest to academics and practitioners alike.

Product Engineering - Tools and Methods Based on Virtual Reality (Hardcover, 2008 ed.): Doru Talaba, Angelos Amditis Product Engineering - Tools and Methods Based on Virtual Reality (Hardcover, 2008 ed.)
Doru Talaba, Angelos Amditis
R4,115 Discovery Miles 41 150 Ships in 18 - 22 working days

This book contains an edited version of the lectures and selected contributions presented during the Advanced Summer Institute on Product Engineering: Tools and Methods based on Virtual Reality held at Chania (Greece), 30th May-6th June 2007. The Advanced Summer Institute (ASI) was devoted to the Product Engineering field, with particular attention being given to the aspects related to Virtual Reality (VR) technologies, and their use and added value in engineering.The objective of the ASI was to create a meeting framework for leading scientists and advanced students carrying out research in the field of Virtual Reality Technologies, Haptic systems, CAD and VR integration, Virtual Testing and Prototyping and Virtual Manufacturing.

Agent and Web Service Technologies in Virtual Enterprises (Hardcover): Nicolaos Protogeros Agent and Web Service Technologies in Virtual Enterprises (Hardcover)
Nicolaos Protogeros
R4,605 Discovery Miles 46 050 Ships in 18 - 22 working days

This title explores research on new techniques for the virtual enterprise operation, and has opened up new ideas on the design principles and operation approaches in order to maximize benefits and overcome limitations.

Readings in Virtual Research Ethics - Issues and Controversies (Hardcover, New): Elizabeth Buchanan Readings in Virtual Research Ethics - Issues and Controversies (Hardcover, New)
Elizabeth Buchanan
R2,030 Discovery Miles 20 300 Ships in 18 - 22 working days

Readings in Virtual Research Ethics: Issues and Controversies provides an in-depth look at the emerging field of online research and the corresponding ethical dilemmas associated with it. Issues related to traditional research ethics such as autonomy or respect for persons, justice, and beneficence are extended into the virtual realm and such areas as subject selection and recruitment, informed consent, privacy, ownership of data, and research with minors, among many others are explored in the media and contexts of email surveys and interviews, synchronous chat, virtual ethnography, asynchronous discussion lists, and newsgroups.

Applications of Cryptography and Network Security (Hardcover): Stephen Mason Applications of Cryptography and Network Security (Hardcover)
Stephen Mason
R3,143 R2,846 Discovery Miles 28 460 Save R297 (9%) Ships in 18 - 22 working days
Thinkwork - Working, Learning, and Managing in a Computer-Interactive Society (Hardcover, New): Fred Young Phillips Thinkwork - Working, Learning, and Managing in a Computer-Interactive Society (Hardcover, New)
Fred Young Phillips
R2,578 Discovery Miles 25 780 Ships in 18 - 22 working days

This volume explains how advances in computer technology will augment communication in person-to-person, organizational, and educational settings. It describes the convergence of virtual reality and group decision support, and how these will serve educational and organizational effectiveness. Contributors--experts from business and academia--examine what the computing/communications world will look like in the near future, what the specific needs of various industries will be, and how innovations will fit into organizations and society.

These three topics are addressed with attention to the following questions: What will be the size of initial and future markets for advanced computer and communications technology? What will be the future computing environment in manufacturing operations, in the executive suite, in the office, in the field and on the road, at the point of service, for the computer-integrated enterprise, at home, in the school, and in the global marketplace?

The Thousand Faces of Virtual Reality (Hardcover): Cecilia Sik Lanyi The Thousand Faces of Virtual Reality (Hardcover)
Cecilia Sik Lanyi
R3,094 Discovery Miles 30 940 Ships in 18 - 22 working days
Game Worlds Get Real - How Who We Are Online Became Who We Are Offline (Hardcover): Zek Valkyrie Game Worlds Get Real - How Who We Are Online Became Who We Are Offline (Hardcover)
Zek Valkyrie
R1,786 Discovery Miles 17 860 Ships in 18 - 22 working days

This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products. Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft-the most popular game within the genre-is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers. The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest, to the soaring popularity of World of Warcraft, to the current era of the genre and its more general gaming climate. Author Zek Valkyrie-a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself-explores the evolution of the meaning of "play" in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency. Explains how social rigidity in digital communities often robs these spaces of experimentation and identity play Suggests that new technologies such as virtual reality are unlikely to revolutionize the media or cause dramatic social change

Virtual Community Practices and Social Interactive Media - Technology Lifecycle and Workflow Analysis (Hardcover): Demosthenes... Virtual Community Practices and Social Interactive Media - Technology Lifecycle and Workflow Analysis (Hardcover)
Demosthenes Akoumianakis
R5,013 Discovery Miles 50 130 Ships in 18 - 22 working days

In recent years, virtual communities have attracted the attention of scientists and researchers across a variety of disciplines as the cross-disciplinary nature of the field creates the potential for a wider impact than initially intended or anticipated. ""Virtual Community Practices and Social Interactive Media: Technology Lifecycle and Workflow Analysis"" provides an analysis of virtual communities, explaining their lifecycle in terms of maturity-based models and workflows. An authoritative reference source valuable to academicians, practitioners, and researchers, this book reflects upon key results of research and development projects within online groups.

Avatars at Work and Play - Collaboration and Interaction in Shared Virtual Environments (Hardcover, 2006 ed.): Ralph Schroeder,... Avatars at Work and Play - Collaboration and Interaction in Shared Virtual Environments (Hardcover, 2006 ed.)
Ralph Schroeder, Ann-Sofie Axelsson
R4,241 Discovery Miles 42 410 Ships in 18 - 22 working days

Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, a ~The Social Life of Avatarsa (TM), which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both a ~worka (TM) and a ~playa (TM), the volume brings together issues common to the two areas, including:

What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?

Avatars at Work and Play will be required reading for computer scientists and social scientists who are researching and developing virtual worlds. It will be useful on courses in New Media and human-computer interaction

Human Walking in Virtual Environments - Perception, Technology, and Applications (Hardcover, 2013): Frank Steinicke, Yon... Human Walking in Virtual Environments - Perception, Technology, and Applications (Hardcover, 2013)
Frank Steinicke, Yon Visell, Jennifer Campos, Anatole Lecuyer
R5,945 R4,813 Discovery Miles 48 130 Save R1,132 (19%) Ships in 10 - 15 working days

This book presents a survey of past and recent developments on human walking in virtual environments with an emphasis on human self-motion perception, the multisensory nature of experiences of walking, conceptual design approaches, current technologies, and applications. The use of Virtual Reality and movement simulation systems is becoming increasingly popular and more accessible to a wide variety of research fields and applications. While, in the past, simulation technologies have focused on developing realistic, interactive visual environments, it is becoming increasingly obvious that our everyday interactions are highly multisensory. Therefore, investigators are beginning to understand the critical importance of developing and validating locomotor interfaces that can allow for realistic, natural behaviours. The book aims to present an overview of what is currently understood about human perception and performance when moving in virtual environments and to situate it relative to the broader scientific and engineering literature on human locomotion and locomotion interfaces. The contents include scientific background and recent empirical findings related to biomechanics, self-motion perception, and physical interactions. The book also discusses conceptual approaches to multimodal sensing, display systems, and interaction for walking in real and virtual environments. Finally, it will present current and emerging applications in areas such as gait and posture rehabilitation, gaming, sports, and architectural design.

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