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Books > Computing & IT > Applications of computing > Virtual reality
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Square Eyes
(Hardcover)
Anna Mill, Luke Jones
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R826
R721
Discovery Miles 7 210
Save R105 (13%)
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Ships in 9 - 17 working days
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Look - anyone who invents something really great has a moment where
they think it's going to destroy the world. For the first time in
her life, Fin is off the network. A few months ago, she was the
inventor of a programme so powerful, so unusual that she was
untouchable. Until she wasn't. Meanwhile, people have started
disappearing from the streets of the city and the technology she
created might be implicated. Square Eyes is a graphic novel about a
future where the boundaries between memory, dreams and the digital
world start to blur. It's a kaleidoscopic mystery story which asks:
in a city built on digital illusion, who really holds the power?
What is weakness? And when is it most dangerous?
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.
Virtual and Augmented Reality have existed for a long time but were
stuck to the research world or to some large manufacturing
companies. With the appearance of low-cost devices, it is expected
a number of new applications, including for the general audience.
This book aims at making a statement about those novelties as well
as distinguishing them from the complexes challenges they raise by
proposing real use cases, replacing those recent evolutions through
the VR/AR dynamic and by providing some perspective for the years
to come.
Build and create your own Roblox world with this updated,
easy-to-use guide. Roblox, the largest user-generated online gaming
platform that allows users to create and share their own game
worlds and gaming creations, has taken the digital world by storm!
With updated screenshots and instructions, The Ultimate Roblox
Book, Updated Edition provides brand-new information on game
changes and the latest features so you can make the most out of
your Roblox game. With everything from instructions for playing the
games to tips on creating your own worlds to the basics of coding,
this updated guide gives you all the tools you need to get started.
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.
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.
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.
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Haptics
(Paperback)
Lynette Jones
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R428
R396
Discovery Miles 3 960
Save R32 (7%)
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Ships in 10 - 15 working days
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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.
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.
'Butler and West are fast becoming my favourite detective
partnership... Addictive reading!' Alison Belsham, author of The
Tattoo Thief Nothing is as it seems, for Butler and West.One spring
evening, a mother and her children are brutally attacked in their
home. The unprovoked and violent assault leaves DS Robin Butler and
DC Freya West in the dark - the luxury items were left untouched
and there is no apparent motive. The investigation's only lead is
Andrew Grace, the husband who was not home at the time. He and his
business partner have created unique virtual reality software which
is valuable and extremely dangerous in the wrong hands. Robin and
Freya are stonewalled by uncooperative witnesses at every turn but
when a woman linked to the work of Andrew and his co-founder is
kidnapped, the need for progress becomes critical. Failure to solve
the case will result in murder. Meanwhile, Robin and Freya's
unresolved feelings have come to the surface and they must finally
face facts. But is it too late? In a case where nothing is as it
seems, are Robin and Freya doomed to never find the truth? A tense
and thrilling instalment of the Butler & West series that fans
of Cara Hunter, Jane Casey and Susie Steiner will love. Praise for
Louisa Scarr'Scarr delivers an immensely satisfying mystery, both
timely and timeless, but her real magic lies in Butler and West
themselves... This one will break your heart a little bit.' Dominic
Nolan, author of Vine Street 'Compelling, fraught...I tore through
it! Loved it.' Rachel Blok, author of The Fall 'Before you know it,
you're chapters in and can't stop.' Fliss Chester, author of A
Dangerous Goodbye 'A punchy and pacy police procedural with heart.'
Jo Furniss, author of All The Little Children 'One of the best
detective series there is. Smooth, thrilling and full of emotion...
a must-read!' James Delargy, author of Vanished 'The latest Butler
& West is a tense mystery packed with all of the 'will they,
won't they' chemistry that I so love about this series. A triumph.'
Heather Critchlow, author of Unsolved 'Excellent mystery...
Reminiscent of Elly Griffith's Ruth Galloway series... will leave
you wanting more.' Reader review 'This is one of the best police
procedural books I've read of late. The partnership Freya and Robin
have is so well done... I'm going to have to read more so I know
what happens.' Reader review 'Another absolutely unputdownable case
for detectives Robin Butler and Freya West. The plot is incredibly
clever and twisty and kept me reading until the early hours. Can't
wait for the next instalment, highly recommended!' Reader review
'Excellent. It had plenty of twists and turns and kept me guessing.
I wholeheartedly recommend this series.' Reader review 'Wow,
another brilliant book by this author. I stayed up well into the
night last night to finish it... a great series and I can't wait
for the next instalment.' Reader review 'Enthralling... This murder
mystery was a thrill from beginning to end. The characters are
strong and are vividly drawn. So cleverly written and the pacing
was on point.' Reader review 'Love the Butler and West novels.
Great writing and premise. Amazing characters. Page turner. Plenty
of suspense to keep me guessing.' Reader review
Named a Best Book of the Year by the Economist, Wall Street Journal
& Vox 'The father of virtual reality' (Sunday Times) explains
why virtual reality presents the ultimate test for humanity.
'Essential reading, not just for VR-watchers but for anyone
interested in how society came to be how it is, and what it might
yet become' Economist Welcome to a mind-expanding, life-enhancing,
world-changing adventure. Virtual reality has long been one of the
dominant cliches of science fiction. Now virtual reality is a
reality: from the startling beauty of lifelike video games to the
place where war veterans overcome PTSD, surgeries are trialled, and
aircraft and cities are designed. VR is, in fact now, the most
effective device ever invented for researching what a human being
actually is - and how we think and feel. More than thirty years
ago, legendary computer scientist, visionary and artist Jaron
Lanier pioneered its invention. Here he blends scientific
investigation, philosophical thought experiment and his memoir of a
life lived at the centre of digital innovation to explain what VR
really is: the science of comprehensive illusion; the extension of
the intimate magic of earliest childhood into adulthood; a hint of
what life would be like without any limits. We are standing on the
threshold of an entirely new realm of human creativity, expression,
communication and experience, and as we use VR to test our
relationship with reality, it may test us in return. 'Vivid and
absolutely extraordinary' Evening Standard
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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