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

Virtual Space - Spatiality in Virtual Inhabited 3D Worlds (Paperback, Softcover reprint of the original 1st ed. 2002): Lars... Virtual Space - Spatiality in Virtual Inhabited 3D Worlds (Paperback, Softcover reprint of the original 1st ed. 2002)
Lars Qvortrup; Edited by (associates) J.F. Jensen, E. Kjems, N. Lehmann, C. Madsen
R4,498 Discovery Miles 44 980 Ships in 10 - 15 working days

Containing the edited research papers resulting from an ambitious, cross-disciplinary research project, this volume examines the spatiality of virtual inhabited 3D worlds - virtual reality and cyberspace. (Three other volumes look at Interaction, Staging and Methodology.) It is about the communication spaces emerging at the Internet and supported by special 3D interfaces. It is also about the virtual spaces created by virtual reality hardware (CAVEs, panoramic screens, head mounted display systems etc.) and software. Virtual Space: Spatiality in Virtual Inhabited 3D Worlds is interdisciplinary. It deals with philosophical, psychological, communicational, technological and aesthetic aspects of space. While philosophy raises the question concerning the ontology of space - what is space - psychology deals with our perception of space. Communication theory looks at the way in which space supports communication (i.e. that space is a medium for communication), and finally aesthetic analyses exemplify the use of virtual space in virtual cities, in museums and in art.

The Bright Court (Paperback): Anthea Sharp The Bright Court (Paperback)
Anthea Sharp
R458 Discovery Miles 4 580 Ships in 10 - 15 working days
Virtual and Mixed Reality - Systems and Applications - International Conference, Virtual and Mixed Reality 2011, Held as Part... Virtual and Mixed Reality - Systems and Applications - International Conference, Virtual and Mixed Reality 2011, Held as Part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011, Proceedings, Part II (Paperback, 2011 ed.)
Randall Shumaker
R2,754 Discovery Miles 27 540 Ships in 10 - 15 working days

The two-volume set LNCS 6773-6774 constitutes the refereed proceedings of the International Conference on Virtual and Mixed Reality 2011, held as Part of HCI International 2011, in Orlando, FL, USA, in July 2011, jointly with 10 other conferences addressing the latest research and development efforts and highlighting the human aspects of design and use of computing systems. The 47 revised papers included in the first volume were carefully reviewed and selected from numerous submissions. The papers are organized in the following topical sections: VR in education, training and health; VR for culture and entertainment; virtual humans and avatars; developing virtual and mixed environments.

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
R5,579 Discovery Miles 55 790 Ships in 10 - 15 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.

Pro iOS 5 Augmented Reality (Paperback, 1st ed.): Kyle Roche Pro iOS 5 Augmented Reality (Paperback, 1st ed.)
Kyle Roche
R1,086 R882 Discovery Miles 8 820 Save R204 (19%) Ships in 10 - 15 working days

Augmented reality takes the real world and through the use of graphics, sound and other effects allows you to enhance the environment. It makes a game more real. Your social media app puts you where want to be or go. Pro iOS 5 Augmented Reality walks you through the foundations of building an augmented reality application for the iPhone or iPad. From using MapKit, to the accelerometer and magnetometer, to integrating facial recognition and Facebook data, you'll learn the building blocks of creating augmented reality applications. Case studies are included in this one-of-a-kind book and you'll learn how to create augmented reality apps that unleash the full potential of the on-board sensors and camera. This book complements other iOS game or social media apps development books available from Apress. After reading Pro iOS 5 Augmented Reality, you'll be able to build augmented reality rich media apps or integrate all the best augmented reality techniques and tools into your existing apps.

The Virtual-Room-Construction Approach (Paperback): Frank Dewender The Virtual-Room-Construction Approach (Paperback)
Frank Dewender
R1,294 Discovery Miles 12 940 Ships in 10 - 15 working days
Exploring Usability of Web-based Virtual Reality Technology (Paperback): So-Yeon Yoon Exploring Usability of Web-based Virtual Reality Technology (Paperback)
So-Yeon Yoon
R1,551 Discovery Miles 15 510 Ships in 10 - 15 working days
Metaplasticity in Virtual Worlds - Aesthetics and Semantic Concepts (Hardcover, New): Gianluca Mura Metaplasticity in Virtual Worlds - Aesthetics and Semantic Concepts (Hardcover, New)
Gianluca Mura
R5,121 Discovery Miles 51 210 Ships in 10 - 15 working days

The concept of virtual worlds is strongly related to the current innovations of new media communication. As such, it is increasingly imperative to understand the criteria for creating virtual worlds as well as the evolution in system architecture, information visualization and human interaction. Meta-plasticity in Virtual Worlds: Aesthetics and Semantics Concepts provides in-depth coverage of the state-of-the-art among the best international research experiences of virtual world concept creations from a wide range of media culture fields, at the edge of artistic and scientific inquiry and emerging technologies. Written for professionals, researchers, artists and designers, this text is a perfect companion for those who want to improve their understanding of the strategic role of virtual worlds within the development of digital communication.

Handbook of Augmented Reality (Hardcover, 2011): Borko Furht Handbook of Augmented Reality (Hardcover, 2011)
Borko Furht
R5,941 Discovery Miles 59 410 Ships in 10 - 15 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.

Transactions on Edutainment VI (Paperback, 2011): Zhigeng Pan, Adrian David Cheok, Wolfgang Muller Transactions on Edutainment VI (Paperback, 2011)
Zhigeng Pan, Adrian David Cheok, Wolfgang Muller
R1,551 Discovery Miles 15 510 Ships in 10 - 15 working days

This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 6th volume in this series represents a selection of 7 contributions from DMDCM 2011, the 5th International Conference on Digital Media and Digital Content Management, held in Chongqing, China, in December 2011, as well as 18 contributions from CASA 2011, the 24th International Conference on Computer Animation and Social Agents, held in Chengdu, China, in May 2011. The topics covered are: pen-based interface, urban heat island simulation, BR-based on-line expo, physically-based tree animation, 3D face texture stitching, chessboard corner extraction, textured-based tracking, motion control, motion capture and retargeting, path planning, physics based animation, image based animation, behavioral animation, artificial life, deformation, facial animation, multi-resolution and multi-scale models, knowledge-based animation, motion synthesis; social agents and avatars, emotion and personality, virtual humans, autonomous actors, AI based animation, social and conversational agents, inter-agent communication, social behavior, gesture generation, crowd simulation; animation compression and transmission, semantics and ontologies for virtual humans and virtual environments, animation analysis and structuring, anthropometric virtual human models, acquisition and reconstruction of animation data, level of details, semantic representation of motion and animation, medical simulation, cultural heritage, interaction for virtual humans, augmented reality and virtual reality, computer games and online virtual worlds.

The Dark Realm (Paperback): Anthea Sharp The Dark Realm (Paperback)
Anthea Sharp
R459 Discovery Miles 4 590 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
R5,217 Discovery Miles 52 170 Ships in 10 - 15 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.

Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds (Paperback, Softcover reprint of the original 1st ed. 2001): E.... Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds (Paperback, Softcover reprint of the original 1st ed. 2001)
E. Granum; Edited by Lars Qvortrup; Edited by (associates) B. Holmqvist, S. Kolstrup, K. Halskov Madsen
R4,536 Discovery Miles 45 360 Ships in 10 - 15 working days

Lars Qvortrup The world of interactive 3D multimedia is a cross-institutional world. Here, researchers from media studies, linguistics, dramaturgy, media technology, 3D modelling, robotics, computer science, sociology etc. etc. meet. In order not to create a new tower of Babel, it is important to develop a set of common concepts and references. This is the aim of the first section of the book. In Chapter 2, Jens F. Jensen identifies the roots of interaction and interactivity in media studies, literature studies and computer science, and presents definitions of interaction as something going on among agents and agents and objects, and of interactivity as a property of media supporting interaction. Similarly, he makes a classification of human users, avatars, autonomous agents and objects, demon strating that no universal differences can be made. We are dealing with a continuum. While Jensen approaches these categories from a semiotic point of view, in Chapter 3 Peer Mylov discusses similar isues from a psychological point of view. Seen from the user's perspective, a basic difference is that between stage and back-stage (or rather: front-stage), i. e. between the real "I" and "we" and the virtual, representational "I" and "we." Focusing on the computer as a stage, in Chapter 4 Kj0lner and Lehmann use the theatre metaphor to conceptualize the stage phenomena and the relationship between stage and front-stage."

Auralization - Fundamentals of Acoustics, Modelling, Simulation, Algorithms and Acoustic Virtual Reality (Paperback, 2008):... Auralization - Fundamentals of Acoustics, Modelling, Simulation, Algorithms and Acoustic Virtual Reality (Paperback, 2008)
Michael Vorlander
R5,776 Discovery Miles 57 760 Ships in 10 - 15 working days

Auralization is the creation of audible acoustic sceneries from computer-generated data. The term "auralization" is to be understood as being analogue to the well-known technique of "visualization." In visual illustration of scenes, data or any other meaningful information, in movie animation and in computer graphics, we describe the process of "making visible" as visualization. In acoustics, auralization is taking place when acoustic effects, primary sound signals or means of sound reinforcement or sound transmission, are processed to be presented by using electro-acoustic equipment. This book is organized as comprehensive collection of basics, methodology and strategies of acoustic simulation and auralization. With mathematical background of advanced students the reader will be able to follow the main strategy of auralization easily and work own implementations of auralization in various fields of applications in acoustic engineering, sound design and virtual reality. For readers interested in basic research the technique of auralization may be useful to create sound stimuli for specific investigations in linguistic, medical, neurological and psychological research and in the field of human-machine interaction.

Technologies for Supporting Reasoning Communities and Collaborative Decision Making - Cooperative Approaches (Hardcover): John... Technologies for Supporting Reasoning Communities and Collaborative Decision Making - Cooperative Approaches (Hardcover)
John Yearwood, Andrew Stranieri
R5,203 Discovery Miles 52 030 Ships in 10 - 15 working days

Technologies for Supporting Reasoning Communities and Collaborative Decision Making: Cooperative Approaches includes chapters from diverse fields of enquiry including decision science, political science, argumentation, knowledge management, cognitive psychology and business intelligence. Each chapter illustrates a perspective on group reasoning that ultimately aims to lead to a greater understanding of reasoning communities and inform technological developments.

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
R4,485 Discovery Miles 44 850 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
R1,521 Discovery Miles 15 210 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."

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
R2,956 Discovery Miles 29 560 Ships in 10 - 15 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.

The End of Hardware, 3rd Edition - Augmented Reality and Beyond (Paperback, 3rd ed.): Rolf R. Hainich The End of Hardware, 3rd Edition - Augmented Reality and Beyond (Paperback, 3rd ed.)
Rolf R. Hainich
R702 Discovery Miles 7 020 Ships in 10 - 15 working days

Drag those windows from your screen and into the air in front of you. Use a simple glance to switch lights, open doors or surf the web. Virtual devices, virtual objects will surround us, anywhere. Only one piece of real hardware will do it all, replace anything. From application concepts to technical design to even a fiction chapter carrying us into the future, "this book is a blueprint for an entire technology." The new edition has been greatly extended, with many new ideas and materials. From the foreword by Oliver Bimber, professor of augmented reality: "I was captivated by the last edition of 'The End of Hardware' on a round-trip flight to Los Angeles. This book is not only an in-depth introduction to the concept of head-attached displays for augmented reality (AR), but also a great source of inspiration for many professionals - at least it is for me. Being a technical guy, I particularly enjoyed reading the technical design chapter which, in this new edition of the book, has been greatly extended with many details on holography, light fields and MEMS. Despite a technological focus, the book is written in a popular-scientific style - and therefore allows easy access to the material - even for non-experts. If I were to characterize this book in a single word, that word would be 'inspiring'. I can only hope that one day, someone will pick up and realize these ideas. For although, this might not be the 'End of Hardware' - it could well be the beginning of many new and exciting interfaces to the digital world in which we all live in."

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
R5,621 Discovery Miles 56 210 Ships in 10 - 15 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.

Ayo's Adventures (Paperback): Franoise Sabard, Francoise Sabard Ayo's Adventures (Paperback)
Franoise Sabard, Francoise Sabard
R412 Discovery Miles 4 120 Ships in 10 - 15 working days

This is the story of the life and experiences of Fran's avatar, Ayo. Ayo is her name within Second Life. Ayo will first describe what Second Life is, how she and Fran relate, then she will tell stories of her experiences in Second Life with each of them illustrating a point about life in Second Life. All these themes are centered around the encounter of Ayo with her "twin soul" Ludwig and the reactions of their Real Life creators hidden behind their laptops. A touch of romance thrown in... What will Ayo and Ludwig's future be ? makes Ayo's Aventures pleasant and interesting to read.

The Virtual Worlds Handbook: How to Use Second Life (R) and Other 3D Virtual Environments - How to Use Second Life (R) and... The Virtual Worlds Handbook: How to Use Second Life (R) and Other 3D Virtual Environments - How to Use Second Life (R) and Other 3D Virtual Environments (Paperback, New edition)
Elizabeth Hodge, Sharon Collins, Tracy Giordano
R1,630 Discovery Miles 16 300 Ships in 10 - 15 working days

Step into the world of virtual reality with your newly created avatar and begin to experience the tools that make this world interactive! During their infancy stage, virtual environments were largely based upon the gaming community and over time have been adapted to meet the growing number of users and educators. The Virtual Worlds Handbook, with CD-ROM, provides a user-friendly approach that will help trainers and educators create an effective and interactive environment within the Second Life virtual world. This book was written to help the novice user tackle the natural learning curve while providing the experienced user with tips, tools, and tricks to help any educator or trainer meet their professional goals faster. The opportunities using virtual reality are limitless and provide online students with a unique opportunity to connect both physically and educationally to one another, to faculty, to university, and to a worldwide market.

Interactive Web-based Virtual Reality with Java 3D (Hardcover): Chi Chung Ko, Chang Dong Cheng Interactive Web-based Virtual Reality with Java 3D (Hardcover)
Chi Chung Ko, Chang Dong Cheng
R4,716 Discovery Miles 47 160 Ships in 10 - 15 working days

With the emergence of the Java 3D API, the creation of high quality 3D animated graphics for Java applications and applets becomes a possibility. With numerous aspects of the business, science, medical, and educational fields implementing this technology, the need for familiarity of Java 3D amplifies.""Interactive Web-Based Virtual Reality with Java 3D"" provides both advanced and novice programmers with comprehensive, detailed coverage of all of the important issues in Java 3D. This essential book delivers illustrations of essential keywords, syntax, and methods to provide an easy-to-read learning experience for the reader.

Virtual Private Networks 2e (Paperback, 2nd Revised edition): Charlie Scott Virtual Private Networks 2e (Paperback, 2nd Revised edition)
Charlie Scott
R971 R709 Discovery Miles 7 090 Save R262 (27%) Ships in 12 - 17 working days

This book explains how to plan and build a Virtual Private Network (VPN), a collection of technologies that creates secure connections or "tunnels" over regular Internet lines. It discusses costs, configuration, and how to install and use VPN technologies that are available for Windows NT and Unix, such as PPTP and L2TP, Altavista Tunnel, Cisco PIX, and the secure shell (SSH). New features in the second edition include SSH and an expanded description of the IPSec standard.

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
R5,582 Discovery Miles 55 820 Ships in 10 - 15 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.

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