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Books > Computing & IT > Applications of computing > Virtual reality
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VR
(Paperback)
Andy Lancaster
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R375
Discovery Miles 3 750
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Ships in 10 - 15 working days
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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.
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
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.
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
Augmented and virtual reality (AR and VR) offer exciting
opportunities for human computer interaction (HCI), the enhancement
of places, and new business cases. Though VR is most popular for
video games, especially among younger generations, AR and VR can
also be used in applications that include military, medical,
navigational, tourism, marketing, and maintenance uses. Research in
these technologies along with 3D user interfaces has gained
momentum in recent years and has solidified it as a staple
technology for the foreseeable future. Multimedia and Sensory Input
for Augmented, Mixed, and Virtual Reality includes a collection of
business case studies covering a variety of topics related to AR,
VR, and mixed reality (MR) including their use in possible
applications. This book also touches on the diverse uses of AR and
VR in many industries and discusses their importance, challenges,
and opportunities. While discussing the use these technologies in
sectors such as education, healthcare, and computer science, this
book is ideal for computer scientists, engineers, practitioners,
stakeholders, researchers, academicians, and students who are
interested in the latest research on augmented, mixed, and virtual
reality.
The potential to integrate augmented reality into educational
settings has led to the development of myriad programs for
implementing these transformative technologies into education.
However, the transformative learning processes possible for
learners can best be developed through integration in immersive
virtual learning environments. The integration of augmented reality
(AR) technologies into education involves matching the potential of
AR with the most effective instructional model for immersing
learners in the learning process. With current research focused
heavily on blended or online learning, augmented reality fits right
into the new technologies and trends that are being developed and
utilized on a consistent basis. There is a need for research that
provides detailed curriculum guides, templates for designing
virtual worlds, evaluation processes, and immersive learning
procedures that can be utilized to provide the best educational
environment for student success. Implementing Augmented Reality
Into Immersive Virtual Learning Environments provides current
research for the integration of transformative new technologies
into multiple educational settings. Examining the why, what, and
how of integrating augmented reality into immersive virtual
learning technologies, this book covers various educational
settings, such as nursing education, sports coaching, language
education, and more. While highlighting the benefits for virtual
reality, its role in remote learning, the logistics of simulation,
and branches of it such as gamification, this book is ideally
intended for teachers, school administrators, teacher educators,
practitioners, IT specialists, educational software developers,
researchers, academicians, and students interested in integrating
augmented reality in educational programs.
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