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

Automation and Utopia - Human Flourishing in a World without Work (Hardcover): John Danaher Automation and Utopia - Human Flourishing in a World without Work (Hardcover)
John Danaher
R1,274 Discovery Miles 12 740 Ships in 18 - 22 working days

Automating technologies threaten to usher in a workless future. But this can be a good thing-if we play our cards right. Human obsolescence is imminent. The factories of the future will be dark, staffed by armies of tireless robots. The hospitals of the future will have fewer doctors, depending instead on cloud-based AI to diagnose patients and recommend treatments. The homes of the future will anticipate our wants and needs and provide all the entertainment, food, and distraction we could ever desire. To many, this is a depressing prognosis, an image of civilization replaced by its machines. But what if an automated future is something to be welcomed rather than feared? Work is a source of misery and oppression for most people, so shouldn't we do what we can to hasten its demise? Automation and Utopia makes the case for a world in which, free from need or want, we can spend our time inventing and playing games and exploring virtual realities that are more deeply engaging and absorbing than any we have experienced before, allowing us to achieve idealized forms of human flourishing. The idea that we should "give up" and retreat to the virtual may seem shocking, even distasteful. But John Danaher urges us to embrace the possibilities of this new existence. The rise of automating technologies presents a utopian moment for humankind, providing both the motive and the means to build a better future.

Starfinder RPG: Alien Archive 3 (Hardcover): Joe Pasini Starfinder RPG: Alien Archive 3 (Hardcover)
Joe Pasini
R1,024 R854 Discovery Miles 8 540 Save R170 (17%) Ships in 9 - 17 working days

Feature Creatures The galaxy hosts a staggering array of aliens both bloodcurdling and benevolent. The pages of Starfinder Alien Archive 3 are packed with creatures designed for use with the Starfinder Roleplaying Game! From starmetal dragons and the spiral-winged irokirois to living holograms and body-snatching flayer leeches, the creatures in this codex will challenge adventurers no matter what strange worlds they're exploring. What's more, player rules for a variety of species let players not just fight aliens, but be them! Inside this book, you'll find the following: * Over 100 bizarre life-forms both classic and new, from bioluminescent cephalumes and quantum-entangled oozes to natives of hyperspace and living asteroids. * More than a dozen races with full player rules, letting you play everything from a life-hungry undead creature to a sapient swarm of tiny insects. * New alien technology to help give your character an edge, including armor, weapons, magic items, and more. * New rules for gaining a creature companion that can accompany you as a pet, a mount, or even a fearsome combatant!

Journalism in the Age of Virtual Reality - How Experiential Media Are Transforming News (Hardcover): John Pavlik Journalism in the Age of Virtual Reality - How Experiential Media Are Transforming News (Hardcover)
John Pavlik
R3,197 Discovery Miles 31 970 Ships in 18 - 22 working days

With the advent of the internet and handheld or wearable media systems that plunge the user into 360 video, augmented-or virtual reality-technology is changing how stories are told and created. In this book, John V. Pavlik argues that a new form of mediated communication has emerged: experiential news. Experiential media delivers not just news stories but also news experiences, in which the consumer engages news as a participant or virtual eyewitness in immersive, multisensory, and interactive narratives. Pavlik describes and analyzes new tools and approaches that allow journalists to tell stories that go beyond text and image. He delves into developing forms such as virtual reality, haptic technologies, interactive documentaries, and drone media, presenting the principles of how to design and frame a story using these techniques. Pavlik warns that although experiential news can heighten user engagement and increase understanding, it may also fuel the transformation of fake news into artificial realities, and he discusses the standards of ethics and accuracy needed to build public trust in journalism in the age of virtual reality. Journalism in the Age of Virtual Reality offers important lessons for practitioners seeking to produce quality experiential news and those interested in the ethical considerations that experiential media raise for journalism and the public.

Trade Fair Annual 2020/21 - The Standard Reference Work in the Trade Fair Design World (Hardcover): Sabine Marinescu, Janina... Trade Fair Annual 2020/21 - The Standard Reference Work in the Trade Fair Design World (Hardcover)
Sabine Marinescu, Janina Poesch
R2,432 R1,537 Discovery Miles 15 370 Save R895 (37%) Ships in 9 - 17 working days

Until spring 2020 the trade fair sector was still boasting: "You can't e-mail a handshake!" Then Covid-19 came along and everything was turned upside down: exhibitions were postponed, cancelled or relocated into digital space. It also brought forth new concepts with which we had not reckoned a couple of years ago: virtual twins, AR or VR walk-through stands, online exhibitions with new meeting formats, or quite different ideas that are currently turning the sector upside down, providing new impetuses and making the trade fair a place as we have never known it before. The new trade fair yearbook presents not only the most exciting exhibition settings of the previous year but also entices us into virtual space.

Agents for Games and Simulations - Trends in Techniques, Concepts and Design (Paperback, Edition.): Frank Dignum, Jeffrey... Agents for Games and Simulations - Trends in Techniques, Concepts and Design (Paperback, Edition.)
Frank Dignum, Jeffrey Bradshaw, Barry G. Silverman, Willem van Doesburg
R1,408 Discovery Miles 14 080 Ships in 18 - 22 working days

Research on multi-agent systems has provided a promising technology for implementing cognitive intelligent non-playing characters. However, the technologies used in game engines and multi-agent platforms are not readily compatible due to some inherent differences in concerns. Where game engines focus on real-time aspects and thus propagate efficiency and central control, multi-agent platforms assume autonomy of the agents. Increased autonomy and intelligence may offer benefits for a more compelling gameplay and may even be necessary for serious games. However, problems occur when current game design techniques are used to incorporate state-of-the-art multi-agent system technology. A very similar argument can be given for agent-based (social) simulation.

This volume contains the papers presented at AGS 2009, the First International Workshop on Agents for Games and Simulations, held in Budapest on May 11, 2009. The focus of the workshop was on the particular challenges facing those using agent technology for games and simulations, with topics covering the technical, conceptual and design aspects of the field.

Intelligent Virtual Agents - 7th International Working Conference, IVA 2007, Paris, France, September 17-19, 2007, Proceedings... Intelligent Virtual Agents - 7th International Working Conference, IVA 2007, Paris, France, September 17-19, 2007, Proceedings (Paperback, 2007 ed.)
Catherine Pelachaud, Jean Claude Martin, Elisabeth Andre, Gerard Chollet, Kostas Karpouzis, …
R1,449 Discovery Miles 14 490 Ships in 18 - 22 working days

This book constitutes the refereed proceedings of the 7th International Workshop on Intelligent Virtual Agents, IVA 2007, held in Paris, France, September 17-19, 2007.

The 19 revised full papers and 12 revised short papers presented together with 5 invited talks and the abstracts of 32 poster papers were carefully reviewed and selected from 100 submissions. The papers are organized in topical sections on Rendering and Analysis, Culture and Identity, Behavior Models, Feedback Models, Dialogues, Applications, Evaluation, Gaze models and Emotions.

The Psychology of Zelda - Linking Our World to the Legend of Zelda Series (Paperback): Anthony Bean The Psychology of Zelda - Linking Our World to the Legend of Zelda Series (Paperback)
Anthony Bean
R432 R404 Discovery Miles 4 040 Save R28 (6%) Ships in 18 - 22 working days

It’s dangerous to go alone! Take this (book).

For more than 30 years, The Legend of Zelda—which immerses players in a courageous struggle against the shadowy forces of evil in a world of high fantasy—has spanned more than 30 different installments, selling over 75 million copies. Today, it is one of the most beloved video game franchises around the globe.

Video game sales as a whole have continued to grow, now raking in twice as much money per year as the entire film industry, and countless psychologists have turned their attention to the effects gaming has on us: our confidence, our identity, and our personal growth. The Psychology of Zelda applies the latest psychological findings, plus insights from classic psychology theory, to Link, Zelda, Hyrule, and the players who choose to wield the Master Sword.

In The Psychology of Zelda, psychologists who love the games ask:

- How do Link’s battles in Ocarina of Time against Dark Link, his monstrous doppelganger, mirror the difficulty of confronting our personal demons and the tendency to be our own worst enemies?

- What lessons about pursuing life’s greater meaning can we take away from Link’s quests through Hyrule and beyond the stereotypical video game scenario of rescuing a Princess (Zelda)?

- What do we experience as players when we hear that familiar royal lullaby on the ocarina, Saria’s spirited melody in the Lost Woods, or the iconic main theme on the title screen?

- How do the obstacles throughout Majora’s Mask represent the Five Stages of Grief?

- What can Link’s journey to overcome the loss of the fairy Navi teach us about understanding our own grief and depression?

- Why are we psychologically drawn to the game each and every time a new version becomes available even when they all have a similar storyline?

Think you’ve completed the quest? The Psychology of Zelda gives you new, thrilling dungeons to explore and even more puzzles to solve.

Haptics (Paperback): Lynette Jones Haptics (Paperback)
Lynette Jones
R395 R365 Discovery Miles 3 650 Save R30 (8%) Ships in 18 - 22 working days

An accessible, nontechnical overview of active touch sensing, from sensory receptors in the skin to tactile surfaces on flat screen displays. Haptics, or haptic sensing, refers to the ability to identify and perceive objects through touch. This is active touch, involving exploration of an object with the hand rather than the passive sensing of a vibration or force on the skin. The development of new technologies, including prosthetic hands and tactile surfaces for flat screen displays, depends on our knowledge of haptics. In this volume in the MIT Press Essential Knowledge series, Lynette Jones offers an accessible overview of haptics, or active touch sensing, and its applications. Jones explains that haptics involves integrating information from touch and kinesthesia-that is, information both from sensors in the skin and from sensors in muscles, tendons, and joints. The challenge for technology is to reproduce in a virtual world some of the sensations associated with physical interactions with the environment. Jones maps the building blocks of the tactile system, the receptors in the skin and the skin itself, and how information is processed at this interface with the external world. She describes haptic perception, the processing of haptic information in the brain; haptic illusions, or distorted perceptions of objects and the body itself; tactile and haptic displays, from braille to robotic systems; tactile compensation for other sensory impairments; surface haptics, which creates virtual haptic effects on physical surfaces such as touch screens; and the development of robotic and prosthetic hands that mimic the properties of human hands.

The Oxford Handbook of Music and Virtuality (Paperback): Sheila Whiteley, Shara Rambarran The Oxford Handbook of Music and Virtuality (Paperback)
Sheila Whiteley, Shara Rambarran
R1,566 Discovery Miles 15 660 Ships in 10 - 15 working days

Has the virtual invaded the realm of the real, or has the real expanded its definition to include what once was characterized as virtual? With the continual evolution of digital technology, this distinction grows increasingly hazy. But perhaps the distinction has become obsolete; perhaps it is time to pay attention to the intersections, mutations, and transmigrations of the virtual and the real. Certainly it is time to reinterpret the practice and study of music. The Oxford Handbook of Music and Virtuality, edited by Sheila Whiteley and Shara Rambarran, is the first book to offer a kaleidoscope of interdisciplinary perspectives from scholars around the globe on the way in which virtuality mediates the dissemination, acquisition, performance, creation, and reimagining of music. The Oxford Handbook of Music and Virtuality addresses eight themes that often overlap and interact with one another. Questions of the role of the audience, artistic agency, individual and communal identity, subjectivity, and spatiality repeatedly arise. Authors specifically explore phenomena including holographic musicians and virtual bands, and the benefits and detriments surrounding the free circulation of music on the internet. In addition, the book investigates the way in which fans and musicians negotiate gender identities as well as the dynamics of audience participation and community building in a virtual environment. The handbook rehistoricizes the virtual by tracing its progression from cartoons in the 1950s to current industry innovations and changes in practice. Well-grounded and wide-reaching, this is a book that students of any number of disciplines, from Music to Cultural Studies, have awaited.

Programming for Mixed Reality with Windows 10, Unity, Vuforia, and UrhoSharp (Paperback): Dawid Borycki Programming for Mixed Reality with Windows 10, Unity, Vuforia, and UrhoSharp (Paperback)
Dawid Borycki
R1,109 Discovery Miles 11 090 Ships in 10 - 15 working days

Develop AI-powered apps and games for HoloLens and mixed reality headsets This is a complete guide to programming AI-powered mixed reality apps with the Windows Mixed Reality platform. Step by step, Dawid Borycki guides you through every type of mixed reality development, from simple 2D to cutting-edge apps for Microsoft HoloLens and immersive headsets. First, you'll learn to write UWP 2D apps that adapt for any Windows 10 device, transfer camera images to machine learning services, and use mobile sensor readings to control headset content. Then, building on these skills, you'll master every facet of building cross-platform 3D apps that link augmented reality content to real objects. Advanced Microsoft technology expert Dawid Borycki shows how to: Set up a mixed reality development environment with all the tools you'll need, including HoloLens and Mixed Reality simulators Write Universal Windows 2D apps for all Windows 10 devices, and adjust their views and capabilities to specific hardware Render media streams, acquire video from world-facing cameras, and detect human faces in those images Generate descriptions of what the user sees, and present them via text or speech Build AI-powered voice-controlled apps with Microsoft Cognitive Services (MCS) Master core concepts and techniques for building 3D mixed reality apps with Unity Format 3D objects with materials to create holograms Add interactions to holograms based on user input Integrate HoloLens capabilities, including air gestures, spatial sound, and mapping

Extended Reality - A Comprehensive Book about the use of Augmented and Virtual Reality (Paperback): Kelsey Jackson Extended Reality - A Comprehensive Book about the use of Augmented and Virtual Reality (Paperback)
Kelsey Jackson
R341 Discovery Miles 3 410 Ships in 18 - 22 working days
Innovations in Digital Instruction Through Virtual Environments (Paperback): Jason D. Dehart Innovations in Digital Instruction Through Virtual Environments (Paperback)
Jason D. Dehart
R4,302 Discovery Miles 43 020 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.

What is Virtual Reality? - Everything You Wanted to Know Featuring Exclusive Interviews With the Leaders of the VR Industry... What is Virtual Reality? - Everything You Wanted to Know Featuring Exclusive Interviews With the Leaders of the VR Industry (Paperback)
Yoni Binstock
R500 Discovery Miles 5 000 Ships in 18 - 22 working days
Augmented and Virtual Reality - Second International Conference, AVR 2015, Lecce, Italy, August 31 - September 3, 2015,... Augmented and Virtual Reality - Second International Conference, AVR 2015, Lecce, Italy, August 31 - September 3, 2015, Proceedings (Paperback, 1st ed. 2015)
Lucio Tommaso De Paolis, Antonio Mongelli
R2,788 Discovery Miles 27 880 Ships in 18 - 22 working days

This book constitutes the refereed proceedings of the Second International Conference on Augmented and Virtual Reality, AVR 2015, held in Lecce, Italy, in September 2015. The 32 papers and 8 short papers presented were carefully reviewed and selected from 82 submissions. The SALENTO AVR 2015 conference brings together a community of researchers from academia and industry, computer scientists, engineers, and physicians in order to share points of views, knowledge, experiences, and scientific and technical results related to state-of-the-art solutions and technologies on virtual and augmented reality applications for medicine, cultural heritage, education, industrial sectors, as well as the demonstration of advanced products and technologies.

Dynamics of Dialogue, Cultural Development, and Peace in the Metaverse (Paperback): Swati Chakraborty Dynamics of Dialogue, Cultural Development, and Peace in the Metaverse (Paperback)
Swati Chakraborty
R4,471 Discovery Miles 44 710 Ships in 18 - 22 working days

There are dramatic global challenges that urge us to examine our identities and the need for intercultural dialogue to overcome differences and bring the world together around the concept of a global human module. Dialogue is important to give the world an agenda for action based on tolerance, mutual respect, and fairness. These actions can only succeed if people are clear about the foundations of cultures and civilizations, which can only be reached through dialogue. It is essential to solve how we can reach the next level of technology with inclusion, peace, and dialogue in the era of the metaverse. Dynamics of Dialogue, Cultural Development, and Peace in the Metaverse provides relevant theoretical frameworks and the latest empirical research findings in the metaverse. It explains the strategic role of trust at different levels of the information and knowledge society. Covering topics such as digital culture, peace training, and religion in the metaverse, this premier reference source is an essential resource for business leaders and executives, politicians, government officials, sociologists, students and faculty of higher education, librarians, researchers, and academicians.

Emerging Extended Reality Technologies for Industry 4.0 - Early Experiences with Conception,  Design, Implementation,... Emerging Extended Reality Technologies for Industry 4.0 - Early Experiences with Conception, Design, Implementation, Evaluation and Deployment (Hardcover)
JG Tromp
R4,970 Discovery Miles 49 700 Ships in 18 - 22 working days

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

Blind Traveler's Blues - A Douglas Abledan Novel (Paperback): Karen Syed Blind Traveler's Blues - A Douglas Abledan Novel (Paperback)
Karen Syed; Robert, P. Bennett
R297 Discovery Miles 2 970 Ships in 18 - 22 working days
NFT Investing - The Beginner's Guide to Investing in NFT (Non-Fungible Token). Create, Buy and Sell with Your Own Digital... NFT Investing - The Beginner's Guide to Investing in NFT (Non-Fungible Token). Create, Buy and Sell with Your Own Digital Crypto-Art and Collectibles (Paperback)
Jeff H Bolton
R492 R451 Discovery Miles 4 510 Save R41 (8%) Ships in 18 - 22 working days
Learning & Teaching in the Virtual World of Second Life (Paperback): Judth Molka-Danielsen, Mats Destchmann Learning & Teaching in the Virtual World of Second Life (Paperback)
Judth Molka-Danielsen, Mats Destchmann
R1,193 R1,064 Discovery Miles 10 640 Save R129 (11%) Ships in 10 - 15 working days

Virtual worlds are increasingly incorporated into modern universities and teaching pedagogy. Over 190 higher education institutions world-wide have done teaching in the virtual world of Second Life (SL). This book is based on the first Scandinavian project to experiment with the design and testing of teaching platforms for life long learning in SL. In 2007 it created a virtual island or 'sim' in SL called 'Kamimo Education Island'. The project generated a number of courses taught in Second Life, and instructed educators in the use of SL. This book disseminates the experiences and lessons learned in that project and from other educational projects in SL. The book identifies the gaps in traditional forms of education. It provides a roadmap on issues of: instructional design, learner modelling, building simulations, exploring alternatives to design and integrating tools in education with other learning systems.

Virtual Heaven, redux (Paperback): Taylor Kole Virtual Heaven, redux (Paperback)
Taylor Kole
R434 Discovery Miles 4 340 Ships in 18 - 22 working days
Virtual Reality - Everything You Wanted to Know Featuring Exclusive Interviews (How to Understand, Use & Create With Virtual... Virtual Reality - Everything You Wanted to Know Featuring Exclusive Interviews (How to Understand, Use & Create With Virtual Reality) (Paperback)
William Tardif
R437 R404 Discovery Miles 4 040 Save R33 (8%) Ships in 18 - 22 working days
Strategies and Opportunities for Technology in the Metaverse World (Paperback): P. -C Lai Strategies and Opportunities for Technology in the Metaverse World (Paperback)
P. -C Lai
R5,155 Discovery Miles 51 550 Ships in 18 - 22 working days
What Exactly is Virtual Reality? (Paperback): Dawson Morton, 5d Media What Exactly is Virtual Reality? (Paperback)
Dawson Morton, 5d Media; Edited by 5d Media
R256 Discovery Miles 2 560 Ships in 18 - 22 working days
Metaverse - The New Digital Revolution. A Beginner's Guide to Investing in the Digital Arts of the Future, Nft, Blockchain... Metaverse - The New Digital Revolution. A Beginner's Guide to Investing in the Digital Arts of the Future, Nft, Blockchain Gaming and Cryptocurrency (Paperback)
Jeff H Bolton
R496 R456 Discovery Miles 4 560 Save R40 (8%) Ships in 18 - 22 working days
Void Legion (Paperback): Terry C. Simpson Void Legion (Paperback)
Terry C. Simpson
R487 Discovery Miles 4 870 Ships in 18 - 22 working days
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