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

Machine Learning - 2 Books in 1: An Introduction Math Guide for Beginners to Understand Data Science Through the Business... Machine Learning - 2 Books in 1: An Introduction Math Guide for Beginners to Understand Data Science Through the Business Applications (Paperback)
Samuel Hack
R662 Discovery Miles 6 620 Ships in 18 - 22 working days
Unity 2018 Augmented Reality Projects - Build four immersive and fun AR applications using ARKit, ARCore, and Vuforia... Unity 2018 Augmented Reality Projects - Build four immersive and fun AR applications using ARKit, ARCore, and Vuforia (Paperback)
Jesse Glover
R1,194 Discovery Miles 11 940 Ships in 18 - 22 working days

Create engaging Augmented Reality (AR) applications with Unity 3D that can be experienced with devices such as HoloLens and Daydream Key Features Learn the principles of AR application development Work with the most popular sensors used in AR games and applications across Android, Apple and Windows Build experiences with interactive objects, physics, UI, animations, and C# scripting Book DescriptionAugmented Reality allows for radical innovations in countless areas. It magically blends the physical and virtual worlds, bringing applications from a screen into your hands. Meanwhile, Unity has now become the leading platform to develop augmented reality experiences, as it provides a great pipeline for working with 3D assets. Using a practical and project-based approach, Unity 2018 Augmented Reality Projects educates you about the specifics of augmented reality development in Unity 2018. This book teaches you how to use Unity in order to develop AR applications which can be experienced with devices such as HoloLens and Daydream. You will learn to integrate, animate, and overlay 3D objects on your camera feed, before gradually moving on to implementing sensor-based AR applications. In addition to this, you will explore the technical considerations that are especially important and possibly unique to AR. The projects in the book demonstrate how you can build a variety of AR experiences, whilst also giving insights into C# programming as well as the Unity 3D game engine via the interactive Unity Editor. By the end of the book, you will be equipped to develop rich, interactive augmented reality experiences for a range of AR devices and platforms using Unity. What you will learn Build and run AR applications for specific headsets, including HoloLens and Daydream Create 3D scenes with Unity and other 3D tools while learning about world space and scale Move around your AR scenes using locomotion and teleportation Create filters or overlays that work in tandem with facial recognition software Use GPS, geolocation services, and the camera feed to create a fitness application Integrate AR and VR concepts together in a single application Who this book is forUnity 2018 Augmented Reality Projects is for you if you're a game developer familiar with 3D computer graphics and interested in building your own AR games or applications. Any experience in Unity and C# is an advantage.

Unity Virtual Reality Projects - Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018, 2nd... Unity Virtual Reality Projects - Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018, 2nd Edition (Paperback, 2nd Revised edition)
Jonathan Linowes
R1,351 Discovery Miles 13 510 Ships in 18 - 22 working days

Explore the latest features of Unity 2018 to create immersive VR projects for Oculus Rift, HTC Vive, Daydream and Gear VR Key Features A project-based guide to teach you how to develop immersive and fun VR applications using Unity 3D Build experiences with interactable objects, physics, UI, animations, C# scripting, and other Unity features Explore the world of VR by building experiences such as diorama, first-person characters, 360-degree projections, social VR, audio fireball game, and VR storytelling Book DescriptionUnity has become the leading platform for building virtual reality games, applications, and experiences for this new generation of consumer VR devices. Unity Virtual Reality Projects walks you through a series of hands-on tutorials and in-depth discussions on using the Unity game engine to develop VR applications. With its practical and project-based approach, this book will get you up to speed with the specifics of VR development in Unity. You will learn how to use Unity to develop VR applications that can be experienced with devices such as Oculus, Daydream, and Vive. Among the many topics and projects, you will explore gaze-based versus hand-controller input, world space UI canvases, locomotion and teleportation, software design patterns, 360-degree media, timeline animation, and multiplayer networking. You will learn about the Unity 3D game engine via the interactive Unity Editor, and you will also learn about C# programming. By the end of the book, you will be fully equipped to develop rich, interactive VR experiences using Unity. What you will learn Create 3D scenes with Unity and other 3D tools while learning about world space and scale Build and run VR applications for specific headsets, including Oculus, Vive, and Daydream Interact with virtual objects using eye gaze, hand controllers, and user input events Move around your VR scenes using locomotion and teleportation Implement an audio fireball game using physics and particle systems Implement an art gallery tour with teleportation and data info Design and build a VR storytelling animation with a soundtrack and timelines Create social VR experiences with Unity networking Who this book is forIf you're a non-programmer unfamiliar with 3D computer graphics, or experienced in both but new to virtual reality, and are interested in building your own VR games or applications, then this book is for you. Any experience in Unity is an advantage.

Elite Dangerous - The Unofficial Handbook - Part 1: Beginners (Paperback): Alex M Adams Elite Dangerous - The Unofficial Handbook - Part 1: Beginners (Paperback)
Alex M Adams
R521 Discovery Miles 5 210 Ships in 18 - 22 working days
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.

Virtual and Augmented Reality in Education, Art, and Museums (Paperback): Giuliana Guazzaroni, Anitha S. Pillai Virtual and Augmented Reality in Education, Art, and Museums (Paperback)
Giuliana Guazzaroni, Anitha S. Pillai
R4,807 Discovery Miles 48 070 Ships in 18 - 22 working days

Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.

Ambient Intelligence Services in IoT Environments - Emerging Research and Opportunities (Paperback): Dmitry Korzun, Ekaterina... Ambient Intelligence Services in IoT Environments - Emerging Research and Opportunities (Paperback)
Dmitry Korzun, Ekaterina Balandina, Alexey Kashevnik, Sergey Balandin, Fabio Viola
R3,749 Discovery Miles 37 490 Ships in 18 - 22 working days

The internet of things (IoT) is quickly growing into a large industry with a huge economic impact expected in the near future. However, the users' needs go beyond the existing web-like services, which do not provide satisfactory intelligence levels. Ambient intelligence services in IoT environments is an emerging research area that can change the way that technology and services are perceived by the users. Ambient Intelligence Services in IoT Environments: Emerging Research and Opportunities is a unique source that systemizes recent trends and advances for service development with such key technological enablers of modern ICT as ambient intelligence, IoT, web of things, and cyber-physical systems. The considered concepts and models are presented using a smart spaces approach with a particular focus on the Smart-M3 platform, which is now shaping into an open source technology for creating ontology-based smart spaces and is shifting towards the development of web of things applications and socio-cyber-physical systems. Containing coverage on a broad range of topics such as fog computing, smart environments, and virtual reality, multitudes of researchers, students, academicians, and professionals will benefit from this timely reference.

The Forsaken Crypts (Paperback): Terry C. Simpson The Forsaken Crypts (Paperback)
Terry C. Simpson
R400 Discovery Miles 4 000 Ships in 18 - 22 working days
Unreal Engine 4 Virtual Reality Projects - Build immersive, real-world VR applications using UE4, C++, and Unreal Blueprints... Unreal Engine 4 Virtual Reality Projects - Build immersive, real-world VR applications using UE4, C++, and Unreal Blueprints (Paperback)
Kevin Mack, Robert Ruud
R1,398 Discovery Miles 13 980 Ships in 18 - 22 working days

Learn to design and build Virtual Reality experiences, applications, and games in Unreal Engine 4 through a series of practical, hands-on projects that teach you to create controllable avatars, user interfaces, and more. Key Features Learn about effective VR design and develop virtual reality games and applications for every VR platform Build essential features for VR such as player locomotion and interaction, 3D user interfaces, and 360 media players Learn about multiplayer networking and how to extend the engine using plugins and asset packs Book DescriptionUnreal Engine 4 (UE4) is a powerful tool for developing VR games and applications. With its visual scripting language, Blueprint, and built-in support for all major VR headsets, it's a perfect tool for designers, artists, and engineers to realize their visions in VR. This book will guide you step-by-step through a series of projects that teach essential concepts and techniques for VR development in UE4. You will begin by learning how to think about (and design for) VR and then proceed to set up a development environment. A series of practical projects follows, taking you through essential VR concepts. Through these exercises, you'll learn how to set up UE4 projects that run effectively in VR, how to build player locomotion schemes, and how to use hand controllers to interact with the world. You'll then move on to create user interfaces in 3D space, use the editor's VR mode to build environments directly in VR, and profile/optimize worlds you've built. Finally, you'll explore more advanced topics, such as displaying stereo media in VR, networking in Unreal, and using plugins to extend the engine. Throughout, this book focuses on creating a deeper understanding of why the relevant tools and techniques work as they do, so you can use the techniques and concepts learned here as a springboard for further learning and exploration in VR. What you will learn Understand design principles and concepts for building VR applications Set up your development environment with Unreal Blueprints and C++ Create a player character with several locomotion schemes Evaluate and solve performance problems in VR to maintain high frame rates Display mono and stereo videos in VR Extend Unreal Engine's capabilities using various plugins Who this book is forThis book is for anyone interested in learning to develop Virtual Reality games and applications using UE4. Developers new to UE4 will benefit from hands-on projects that guide readers through clearly-explained steps, while both new and experienced developers will learn crucial principles and techniques for VR development in UE4.

Arcade Perfect - How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room (Paperback): Milan Jaram Arcade Perfect - How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room (Paperback)
Milan Jaram; David L Craddock
R789 Discovery Miles 7 890 Ships in 18 - 22 working days
Machine Learning - 4 Books in 1: A Complete Overview for Beginners to Master the Basics of Python Programming and Understand... Machine Learning - 4 Books in 1: A Complete Overview for Beginners to Master the Basics of Python Programming and Understand How to Build Artificial Intelligence Through Data Science (Paperback)
Samuel Hack
R892 Discovery Miles 8 920 Ships in 18 - 22 working days
The Tech Savvy User's Guide to the Digital World - Second Edition (Paperback): Lori Getz The Tech Savvy User's Guide to the Digital World - Second Edition (Paperback)
Lori Getz
R384 Discovery Miles 3 840 Ships in 18 - 22 working days
Microsoft HoloLens Developer's Guide (Paperback): Dennis Vroegop Microsoft HoloLens Developer's Guide (Paperback)
Dennis Vroegop
R1,199 Discovery Miles 11 990 Ships in 18 - 22 working days

Transform the ways you communicate, create, collaborate, and explore using Microsoft HoloLens About This Book * Create immersive augmented reality apps for Microsoft HoloLens from scratch * Leverage the powerful HoloLens sensors to interact with real-world motions and gestures and make your app life-like * Explore the powerful Unity 5 SDK along with the Windows Unified platform to get the most out of your HoloLens app Who This Book Is For If you are a developer who wants to create augmented reality apps for the Microsoft HoloLens platform, then this is the book for you. Coding experience with C# is assumed. What You Will Learn * Design an app for HoloLens that is feasible and attractive to use * Add gestures and interact with them * Create sounds in the app and place them in a 3D space * Use voice generation and voice recognition to make your apps more lifelike * Interact with the physical environment to place holograms on top of physical objects * Compare HoloLens with the other products and know how to use its strengths * Use assets from third parties to enrich our app In Detail HoloLens, Microsoft's innovative augmented reality headset, overlaps holograms into a user's vision of their environment. Your ideas are closer to becoming real when you can create and work with holograms in relation to the world around you. If you are dreaming beyond virtual worlds, beyond screens, beyond pixels, and want to take a big leap in the world of augmented reality, then this is the book you want. Starting off with brainstorming and the design process, you will take your first steps in creating your application for HoloLens. You will learn to add gestures and write an app that responds to verbal commands before gradually moving on creating sounds in the app and placing them in a 3D space. You will then communicate between devices in the boundaries of the UWP model. Style and approach This book takes a step-by-step, practical, tutorial-style approach where you will dive deep into HoloLens app development. You will work with the API and write your own complex scripts that would interact with the powerful HoloLens sensors and with realistic examples, you will be able to create immersive 3D apps for HoloLens.

The End of Storytelling - The Future of Narrative in the Storyplex (Paperback): Stephanie Riggs The End of Storytelling - The Future of Narrative in the Storyplex (Paperback)
Stephanie Riggs; Designed by Maya P Lim; Edited by Megan Hustad
R785 R689 Discovery Miles 6 890 Save R96 (12%) Ships in 18 - 22 working days
Complete Virtual Reality and Augmented Reality Development with Unity - Leverage the power of Unity and become a pro at... Complete Virtual Reality and Augmented Reality Development with Unity - Leverage the power of Unity and become a pro at creating mixed reality applications (Paperback)
Jesse Glover, Jonathan Linowes
R1,500 Discovery Miles 15 000 Ships in 18 - 22 working days

Get close and comfortable with Unity and build applications that run on HoloLens, Daydream, and Oculus Rift Key Features Build fun augmented reality applications using ARKit, ARCore, and Vuforia Explore virtual reality by developing more than 10 engaging projects Learn how to integrate AR and VR concepts together in a single application Book DescriptionUnity is the leading platform to develop mixed reality experiences because it provides a great pipeline for working with 3D assets. Using a practical and project-based approach, this Learning Path educates you about the specifics of AR and VR development using Unity 2018 and Unity 3D. You'll learn to integrate, animate, and overlay 3D objects on your camera feed, before moving on to implement sensor-based AR applications. You'll explore various concepts by creating an AR application using Vuforia for both macOS and Windows for Android and iOS devices. Next, you'll learn how to develop VR applications that can be experienced with devices, such as Oculus and Vive. You'll also explore various tools for VR development: gaze-based versus hand controller input, world space UI canvases, locomotion and teleportation, timeline animation, and multiplayer networking. You'll learn the Unity 3D game engine via the interactive Unity Editor and C# programming. By the end of this Learning Path, you'll be fully equipped to develop rich, interactive mixed reality experiences using Unity. This Learning Path includes content from the following Packt products: Unity Virtual Reality Projects - Second Edition by Jonathan Linowes Unity 2018 Augmented Reality Projects by Jesse Glover What you will learn Create 3D scenes to learn about world space and scale Move around your scenes using locomotion and teleportation Create filters or overlays that work with facial recognition software Interact with virtual objects using eye gaze, hand controllers, and user input events Design and build a VR storytelling animation with a soundtrack and timelines Create social VR experiences with Unity networking Who this book is forIf you are a game developer familiar with 3D computer graphics and interested in building your own AR and VR games or applications, then this Learning Path is for you. Any prior experience in Unity and C# will be an advantage. In all, this course teaches you the tools and techniques to develop engaging mixed reality applications.

Computers and Society - Modern Perspectives (Paperback): Ronald M. Baecker Computers and Society - Modern Perspectives (Paperback)
Ronald M. Baecker
R1,725 Discovery Miles 17 250 Ships in 10 - 15 working days

The last century has seen enormous leaps in the development of digital technologies, and most aspects of modern life have changed significantly with their widespread availability and use. Technology at various scales - supercomputers, corporate networks, desktop and laptop computers, the internet, tablets, mobile phones, and processors that are hidden in everyday devices and are so small you can barely see them with the naked eye - all pervade our world in a major way. Computers and Society: Modern Perspectives is a wide-ranging and comprehensive textbook that critically assesses the global technical achievements in digital technologies and how are they are applied in media; education and learning; medicine and health; free speech, democracy, and government; and war and peace. Ronald M. Baecker reviews critical ethical issues raised by computers, such as digital inclusion, security, safety, privacy,automation, and work, and discusses social, political, and ethical controversies and choices now faced by society. Particular attention is paid to new and exciting developments in artificial intelligence and machine learning, and the issues that have arisen from our complex relationship with AI.

Solarversia - The Year Long Game (Paperback): Toby Downton Solarversia - The Year Long Game (Paperback)
Toby Downton; Edited by Helena Michaelson
R496 Discovery Miles 4 960 Ships in 18 - 22 working days
Unreal Engine 4.x Scripting with C++ Cookbook - Develop quality game components and solve scripting problems with the power of... Unreal Engine 4.x Scripting with C++ Cookbook - Develop quality game components and solve scripting problems with the power of C++ and UE4, 2nd Edition (Paperback, 2nd Revised edition)
John P. Doran, William Sherif, Stephen Whittle
R1,202 Discovery Miles 12 020 Ships in 18 - 22 working days

Write efficient, reusable scripts to build custom characters, game environments, and control enemy AI Key Features Build captivating multiplayer games using Unreal Engine and C++ Incorporate existing C++ libraries into your game to add extra functionality such as hardware integration Practical solutions for memory management, error handling, inputs, and collision for your game codebase Book DescriptionUnreal Engine 4 (UE4) is a popular and award-winning game engine that powers some of the most popular games. A truly powerful tool for game development, there has never been a better time to use it for both commercial and independent projects. With more than 100 recipes, this book shows how to unleash the power of C++ while developing games with Unreal Engine. This book takes you on a journey to jumpstart your C++ and UE4 development skills. You will start off by setting up UE4 for C++ development and learn how to work with Visual Studio, a popular code editor. You will learn how to create C++ classes and structs the Unreal way. This will be followed by exploring memory management, smart pointers, and debugging your code. You will then learn how to make your own Actors and Components through code and how to handle input and collision events. You will also get exposure to many elements of game development including creating user interfaces, artificial intelligence, and writing code with networked play in mind. You will also learn how to add on to the Unreal Editor itself. With a range of task-oriented recipes, this book provides actionable information about writing code for games with UE4 using C++. By the end of the book, you will be empowered to become a top-notch developer with UE4 using C++ as your scripting language! What you will learn Create C++ classes and structs that integrate well with UE4 and the Blueprints editor Discover how to work with various APIs that Unreal Engine already contains Utilize advanced concepts such as events, delegates, and interfaces in your UE4 projects Build user interfaces using Canvas and UMG through C++ Extend the Unreal Editor by creating custom windows and editors Implement AI tasks and services using C++, Blackboard, and Behavior Trees Write C++ code with networking in mind and replicate properties and functions Who this book is forIf you are really passionate game developer looking for solutions to common scripting problems, then this is the book for you. Understanding of the fundamentals of game design and C++ is expected to get the most from this book.

Shift-Clr/Home - More 8-Bit Thoughts in a Gigabit World (Paperback): Lenard R. Roach Shift-Clr/Home - More 8-Bit Thoughts in a Gigabit World (Paperback)
Lenard R. Roach
R294 Discovery Miles 2 940 Ships in 18 - 22 working days
Unreal Engine Virtual Reality Quick Start Guide - Design and Develop immersive virtual reality experiences with Unreal Engine 4... Unreal Engine Virtual Reality Quick Start Guide - Design and Develop immersive virtual reality experiences with Unreal Engine 4 (Paperback)
Jessica Plowman
R808 Discovery Miles 8 080 Ships in 18 - 22 working days

Unreal Engine 4 for virtual reality game design, development, User Experience design techniques and Blueprint programming to create virtual reality gameplay for HTC Vive, Oculus Rift, PSVR, and Windows Mixed Reality headsets. Key Features Build VR games from scratch with the power of Unreal Engine 4 Learn User Experience design practices to take your VR game to the next level Understand the best practices to creating art for games on HTC Vive, Oculus Rift, and PSVR Book DescriptionWith the ability to put players directly in the game, virtual reality gives users the chance to experience digital worlds directly. Nevertheless, many designers are unsure where to start when working with this amazing technology. With this book, you will learn user experience design processes and create immersive gameplay experiences designed for entertainment and player comfort. Using the power of Unreal Engine 4's Blueprint visual scripting language, you will build player interaction and locomotion systems from scratch and use these flexible systems to create a sample game, as well as develop functional 2D and 3D user interfaces for players to interact with. And also learn the best practices for creating game art for virtual reality. Finally, you will learn how to test your application with your target audience and finalize your game for distribution. By the end of this book, you will have the knowledge to be able to make the leap from traditional game development to creating immersive virtual reality experiences using Unreal Engine 4. What you will learn Understand how to get started with VR development in Unreal Engine 4 Design and create interaction and locomotion systems from scratch Plan and program a sample game for VR Understand how VR affects user experience and user interfaces Discuss what is needed to create optimized art for VR Test your game with users and prepare for distribution Who this book is forThe audience for this book is intermediate or advanced users of Unreal Engine 4 but who have not begun working with VR technology. These users are familiar with the game engine and have an interest in VR technology. They are just beginning to explore the VR features that the game engine has to offer.

Intimacy and Developing Personal Relationships in the Virtual World (Paperback): Rejani Thudalikunnil Gopalan Intimacy and Developing Personal Relationships in the Virtual World (Paperback)
Rejani Thudalikunnil Gopalan
R3,466 Discovery Miles 34 660 Ships in 18 - 22 working days

Online communication has exploded in the past decade with the development of social networking sites like Facebook, as well as social media applications. As more people turn to the online world to connect with others, they must learn how to develop and maintain personal relationships with very little or no in-person interaction. Intimacy and Developing Personal Relationships in the Virtual World sheds light on the various issues that accompany online interactions. The book examines activities that have gone from occurring in reality to taking place in the online world such as cyberbullying, online social networking, and online dating. The publication also highlights the negative effects of spending a lot of time online such as mental health issues, internet addiction, and body image control. This book is a vital resource for psychiatrists, psychologists, clinicians, social workers, medical administrators, academicians, educators, and graduate-level students.

Cases on Immersive Virtual Reality Techniques (Paperback): Kenneth C. C Yang Cases on Immersive Virtual Reality Techniques (Paperback)
Kenneth C. C Yang
R4,186 Discovery Miles 41 860 Ships in 18 - 22 working days

As virtual reality approaches mainstream consumer use, new research and innovations in the field have impacted how we view and can use this technology across a wide range of industries. Advancements in this technology have led to recent breakthroughs in sound, perception, and visual processing that take virtual reality to new dimensions. As such, research is needed to support the adoption of these new methods and applications. Cases on Immersive Virtual Reality Techniques is an essential reference source that discusses new applications of virtual reality and how they can be integrated with immersive techniques and computer resources. Featuring research on topics such as 3D modeling, cognitive load, and motion cueing, this book is ideally designed for educators, academicians, researchers, and students seeking coverage on the applications of collaborative virtual environments.

Life Bytes - Growing Up Geek: Part One - The New Frontier (Paperback): Kristian Bland Life Bytes - Growing Up Geek: Part One - The New Frontier (Paperback)
Kristian Bland
R740 Discovery Miles 7 400 Ships in 18 - 22 working days
Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality (Paperback): Emilia Simao, Celia Soares Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality (Paperback)
Emilia Simao, Celia Soares
R3,527 Discovery Miles 35 270 Ships in 18 - 22 working days

The concept of immersive multimedia, which is closely related to concepts of augmented reality, brings opportunities in art, education, entertainment, and technology. As such, it is vital to explore the connections between consumers of media content and information parts that come from multimedia platforms. Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality is a critical scholarly resource that offers solutions to the problems that appear in both theoretical and practical dimensions of immersive multimedia experiences on an interdisciplinary platform. Featuring coverage on a broad range of topics such as cyber behavior, human-computer interaction, and transmedia, this book is geared towards digital artists, media professionals, developers, academicians, researchers, and upper-level graduate students seeking current research on the exploration of immersive multimedia through the perspectives of technology, communications, and art.

David Rowe's Art of Knightmare (Paperback, Standard ed.): David Rowe David Rowe's Art of Knightmare (Paperback, Standard ed.)
David Rowe
R830 Discovery Miles 8 300 Ships in 18 - 22 working days
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