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Books > Computing & IT > Applications of computing > Virtual reality
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.
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.
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Haptics
(Paperback)
Lynette Jones
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R395
R365
Discovery Miles 3 650
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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.
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.
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.
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VR
(Paperback)
Andy Lancaster
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R359
Discovery Miles 3 590
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What is Spatial Computing and why is everyone from Tesla, Apple, and Facebook investing heavily in it?
In The Infinite Retina, authors Irena Cronin and Robert Scoble attempt to answer that question by helping you understand where Spatial Computing - an augmented reality where humans and machines can interact in a physical space - came from, where it's going, and why it's so fundamentally different from the computers or mobile phones that came before.
They present seven visions of the future and the industry verticals in which Spatial Computing has the most influence - Transportation; Technology, Media, and Telecommunications; Manufacturing; Retail; Healthcare; Finance; and Education. The book also shares insights about the past, present, and future from leading experts an other industry veterans and innovators, including Sebastian Thrun, Ken Bretschneider, and Hugo Swart. They dive into what they think will happen in Spatial Computing in the near and medium term, and also explore what it could mean for humanity in the long term. The Infinite Retina then leaves it up to you to decide whether Spatial Computing is truly where the future of technology is heading or whether it's just an exciting, but passing, phase.
What you will learn:
- Look back at historical paradigms that changed the face of technology
- Consider how Spatial Computing could be the new technology that changes our lives
- See how Virtual and Augmented Reality will change the way we do healthcare
- Learn how Spatial Computing technology will lead to fully automated transportation
- Think about how Spatial Computing will change the manufacturing industry
- Explore how finance and retail are going to be impacted through Spatial Computing devices
- Hear accounts from industry experts on what they expect Spatial Computing to bring to their sectors
An avid gamer and sharp media critic explains meritocracy's
negative contribution to video game culture-and what can be done
about it Video games have brought entertainment, education, and
innovation to millions, but gaming also has its dark sides. From
the deep-bred misogyny epitomized by GamerGate to the endemic
malice of abusive player communities, gamer culture has had serious
real-world repercussions, ranging from death threats to sexist
industry practices and racist condemnations. In The Toxic
Meritocracy of Video Games, new media critic and longtime gamer
Christopher A. Paul explains how video games' focus on meritocracy
empowers this negative culture. Paul first shows why meritocracy is
integral to video-game design, narratives, and values. Games
typically valorize skill and technique, and common video-game
practices (such as leveling) build meritocratic thinking into the
most basic premises. Video games are often assumed to have an even
playing field, but they facilitate skill transfer from game to
game, allowing certain players a built-in advantage. The Toxic
Meritocracy of Video Games identifies deep-seated challenges in the
culture of video games-but all is not lost. As Paul argues,
similarly meritocratic institutions like professional sports and
higher education have found powerful remedies to alleviate their
own toxic cultures, including active recruiting and strategies that
promote values such as contingency, luck, and serendipity. These
can be brought to the gamer universe, Paul contends, ultimately
fostering a more diverse, accepting, and self-reflective culture
that is not only good for gamers but good for video games as well.
The increase in smartphone usage and new technologies embedded in
smart devices have led to innovative developments and applications
throughout a variety of industries. However, new techniques such as
spatial augmented reality are becoming more affordable for
business, allowing consumers to experience and interact with the
world as they never have before. AR and VR have vast implications
for management and can allow companies to increase their
sustainability and reduce their CO2 footprint. Managerial
Challenges and Social Impacts of Virtual and Augmented Reality is a
pivotal reference source that provides vital research on the
applications of VR, AR, and related technologies from the
perspectives of managers and marketers in the industry and
discusses the social impact of these technologies. While
highlighting topics such as consumer analysis, privacy ethics, and
relationship marketing, this book is ideally designed for managers,
marketers, technology developers, managing directors, business
professionals, academicians, students, and researchers seeking
current studies on the evolution of interactive technology.
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