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

Designing Digital Space - An Architect's Guide to Virtual Reality (Paperback): D. Bertol Designing Digital Space - An Architect's Guide to Virtual Reality (Paperback)
D. Bertol
R2,255 R1,827 Discovery Miles 18 270 Save R428 (19%) Out of stock

The Complete Guide to Virtual Reality in Architecture and Design

The first in-depth book on virtual reality (VR) aimed specifically at architecture and design professionals, Designing Digital Space steers you skillfully through the learning curve of this exciting new technology. Beginning with a historical overview of the evolution of architectural representations, this unique resource explains what VR is, how it is being applied today, and how it promises to revolutionize not only the design process, but the form and function of the built environment itself. Vividly illustrating how VR fits alongside traditional methods of architectural representation, this comprehensive guide prepares you to make optimum practical use of this powerful interactive tool, and embrace the new role of the architect in a virtually designed world.

Offers in-depth coverage of the virtual universe—data representation and information management, static and dynamic worlds, tracking and visual display systems, control devices, and more.

Examines a wide range of current VR architectural applications, from walkthroughs, simulations, and evaluations to reconstructions and networked environments

Includes insightful essays by leading VR developers covering some of today's most innovative projects

Integrates VR into the historical framework of architectural development, with detailed sections on the past, present, and future

Features a dazzling array of virtual world images and sequential displays

Explores the potential impact of digital architecture on the built environment of the future

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
R1,506 Discovery Miles 15 060 Ships in 10 - 15 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.

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
R2,014 R1,733 Discovery Miles 17 330 Save R281 (14%) Ships in 12 - 17 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.

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, …
R1,552 Discovery Miles 15 520 Ships in 10 - 15 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 Oxford Handbook of Music and Virtuality (Paperback): Sheila Whiteley, Shara Rambarran The Oxford Handbook of Music and Virtuality (Paperback)
Sheila Whiteley, Shara Rambarran
R1,446 Discovery Miles 14 460 Ships in 9 - 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.

Haptics (Paperback): Lynette Jones Haptics (Paperback)
Lynette Jones
R440 R365 Discovery Miles 3 650 Save R75 (17%) Ships in 10 - 15 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.

Virtual Reality and Augmented Reality - Myths and Realities (Hardcover): B. Arnaldi Virtual Reality and Augmented Reality - Myths and Realities (Hardcover)
B. Arnaldi
R3,922 Discovery Miles 39 220 Ships in 12 - 17 working days

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.

Pause and Reset - A Parent's Guide to Preventing and Overcoming Problems with Gaming (Paperback): Nancy M. Petry Pause and Reset - A Parent's Guide to Preventing and Overcoming Problems with Gaming (Paperback)
Nancy M. Petry
R522 R435 Discovery Miles 4 350 Save R87 (17%) Ships in 10 - 15 working days

Over 90% of children and adolescents play electronic or computerized games, and 25% play for three hours a day or even longer. Although some degree of video game playing is normal, excessive playing can negatively impact schoolwork, kids' social lives, and even their health. Pause and Reset is aimed at parents concerned about the role of gaming in their children's lives. In this informative, reader-friendly book, addiction expert Dr. Nancy Petry sheds light on what constitutes problematic video gaming and what does not, how to determine whether a child, adolescent or young adult may be "addicted" to gaming or developing problems with it, and when to seek professional help. Setting this book apart from others on the subject, the author also provides accessible explanations of the latest science behind how gaming addiction impacts children, adolescents, and families; she also explores the question of whether gaming may have positive effects in certain situations. Finally, Dr. Petry offers three simple, easy-to-implement steps parents can take to reduce and reverse the harmful effects of gaming: Record, Replace, and Reward. Pause and Reset also provides exercises and worksheets to support parents' efforts to help their kids.

What Exactly is Virtual Reality? (Paperback): Dawson Morton, 5d Media What Exactly is Virtual Reality? (Paperback)
Dawson Morton, 5d Media; Edited by 5d Media
R271 Discovery Miles 2 710 Ships in 10 - 15 working days
Postmortems - Selected Essays Volume One (Paperback): Raph Koster Postmortems - Selected Essays Volume One (Paperback)
Raph Koster; Foreword by Richard Garriott De Cayeux
R1,585 R1,284 Discovery Miles 12 840 Save R301 (19%) Ships in 10 - 15 working days
Starfinder RPG: Alien Archive 3 (Hardcover): Joe Pasini Starfinder RPG: Alien Archive 3 (Hardcover)
Joe Pasini
R1,068 R849 Discovery Miles 8 490 Save R219 (21%) Ships in 9 - 15 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!

Augmented Reality - An Emerging Technologies Guide to AR (Paperback, New): Gregory Kipper, Joseph Rampolla Augmented Reality - An Emerging Technologies Guide to AR (Paperback, New)
Gregory Kipper, Joseph Rampolla
R1,150 R752 Discovery Miles 7 520 Save R398 (35%) Ships in 12 - 17 working days

With the explosive growth in mobile phone usage and rapid rise in search engine technologies over the last decade, augmented reality (AR) is poised to be one of this decade's most disruptive technologies, as the information that is constantly flowing around us is brought into view, in real-time, through augmented reality. In this cutting-edge book, the authors outline and discuss never-before-published information about augmented reality and its capabilities. With coverage of mobile, desktop, developers, security, challenges, and gaming, this book gives you a comprehensive understanding of what augmented reality is, what it can do, what is in store for the future and most importantly: how to benefit from using AR in our lives and careers.
Educatesreadershow best to use augmented reality regarless of industryProvides an in-depth understanding of AR and ideas ranging from new business applications to new crime fighting methods Includes actual examples and case studies from both private and government applications"

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 10 - 15 working days
Innovations in Digital Instruction Through Virtual Environments (Paperback): Jason D. Dehart Innovations in Digital Instruction Through Virtual Environments (Paperback)
Jason D. Dehart
R4,656 Discovery Miles 46 560 Ships in 10 - 15 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
R504 Discovery Miles 5 040 Ships in 10 - 15 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
R3,044 Discovery Miles 30 440 Ships in 10 - 15 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.

Metaverse For Beginners and Advanced - A Complete Journey Into the Metaverse Virtual World (Web 3.0): Learn to Invest in NFT... Metaverse For Beginners and Advanced - A Complete Journey Into the Metaverse Virtual World (Web 3.0): Learn to Invest in NFT (Non-Fungible Token), Crypto Art, Land, Altcoin, Defi and Blockchain Gaming (Paperback)
Darell Freeman
R422 Discovery Miles 4 220 Ships in 10 - 15 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
R1,244 R1,063 Discovery Miles 10 630 Save R181 (15%) Ships in 12 - 17 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.

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
R4,838 Discovery Miles 48 380 Ships in 10 - 15 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.

The Metaverse - Gain Insight Into The Exciting Future of the Internet (Paperback): Vicky V Choudhary The Metaverse - Gain Insight Into The Exciting Future of the Internet (Paperback)
Vicky V Choudhary
R393 Discovery Miles 3 930 Ships in 10 - 15 working days
Virtual Reality (Paperback): Samuel Greengard Virtual Reality (Paperback)
Samuel Greengard
R401 R325 Discovery Miles 3 250 Save R76 (19%) Ships in 12 - 17 working days

A comprehensive overview of developments in augmented reality, virtual reality, and mixed reality-and how they could affect every part of our lives. After years of hype, extended reality-augmented reality (AR), virtual reality (VR), and mixed reality (MR)-has entered the mainstream. Commercially available, relatively inexpensive VR headsets transport wearers to other realities-fantasy worlds, faraway countries, sporting events-in ways that even the most ultra-high-definition screen cannot. AR glasses receive data in visual and auditory forms that are more useful than any laptop or smartphone can deliver. Immersive MR environments blend physical and virtual reality to create a new reality. In this volume in the MIT Press Essential Knowledge series, technology writer Samuel Greengard offers an accessible overview of developments in extended reality, explaining the technology, considering the social and psychological ramifications, and discussing possible future directions. Greengard describes the history and technological development of augmented and virtual realities, including the latest research in the field, and surveys the various shapes and forms of VR, AR, and MR, including head-mounted displays, mobile systems, and goggles. He examines the way these technologies are shaping and reshaping some professions and industries, and explores how extended reality affects psychology, morality, law, and social constructs. It's not a question of whether extended reality will become a standard part of our world, he argues, but how, when, and where these technologies will take hold. Will extended reality help create a better world? Will it benefit society as a whole? Or will it merely provide financial windfalls for a select few? Greengard's account equips us to ask the right questions about a transformative technology.

The Sandbox Coin - The SAND ERC-20 Utility Token on the Ethereum Blockchain (Paperback): Thomas J. Taylor The Sandbox Coin - The SAND ERC-20 Utility Token on the Ethereum Blockchain (Paperback)
Thomas J. Taylor
R297 R247 Discovery Miles 2 470 Save R50 (17%) Ships in 10 - 15 working days
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
R1,104 R969 Discovery Miles 9 690 Save R135 (12%) Ships in 9 - 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

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
R5,583 Discovery Miles 55 830 Ships in 10 - 15 working days
Inclusive Strategies for the Virtual Classroom - How to Build An Inclusive and Engaged Virtual Classroom: Inclusive Virtual... Inclusive Strategies for the Virtual Classroom - How to Build An Inclusive and Engaged Virtual Classroom: Inclusive Virtual Classrooms (Paperback)
Jamila Branch
R183 Discovery Miles 1 830 Ships in 10 - 15 working days
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