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

Managerial Challenges and Social Impacts of Virtual and Augmented Reality (Paperback): Sandra Maria Correia Loureiro Managerial Challenges and Social Impacts of Virtual and Augmented Reality (Paperback)
Sandra Maria Correia Loureiro
R4,139 Discovery Miles 41 390 Ships in 18 - 22 working days

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.

What is Augmented Reality? - Everything You Wanted to Know Featuring Exclusive Interviews With the Leaders of the AR Industry... What is Augmented Reality? - Everything You Wanted to Know Featuring Exclusive Interviews With the Leaders of the AR Industry (Paperback)
Yoni Binstock
R525 Discovery Miles 5 250 Ships in 18 - 22 working days
A Very Spectrum Christmas - Celebrating Seasonal Software on the Sinclair ZX Spectrum (Paperback): Thomas A Christie A Very Spectrum Christmas - Celebrating Seasonal Software on the Sinclair ZX Spectrum (Paperback)
Thomas A Christie
R490 Discovery Miles 4 900 Ships in 18 - 22 working days
Bitcoin - Digital Currency (Paperback): Ahsan Hashim Bitcoin - Digital Currency (Paperback)
Ahsan Hashim
R192 Discovery Miles 1 920 Ships in 18 - 22 working days
Virternity - The Quest for a Virtual Eternity: A Treatise on the Aims and Goals of the Virternity Project (Paperback): David... Virternity - The Quest for a Virtual Eternity: A Treatise on the Aims and Goals of the Virternity Project (Paperback)
David Evans Bailey
R434 Discovery Miles 4 340 Ships in 18 - 22 working days
Sanctuary I - The First Secular Diaspora (Paperback): Russell Hatler, Nikki Brate Sanctuary I - The First Secular Diaspora (Paperback)
Russell Hatler, Nikki Brate
R491 Discovery Miles 4 910 Ships in 18 - 22 working days
Virtual Reality - Human Computer Interaction (Paperback): Ajit Singh Virtual Reality - Human Computer Interaction (Paperback)
Ajit Singh
R359 Discovery Miles 3 590 Ships in 18 - 22 working days
Changing World - Origin (Paperback): Sergei Katz Changing World - Origin (Paperback)
Sergei Katz
R610 Discovery Miles 6 100 Ships in 18 - 22 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
R206 Discovery Miles 2 060 Ships in 18 - 22 working days
Implementing Augmented Reality Into Immersive Virtual Learning Environments (Paperback): Donna Russell Implementing Augmented Reality Into Immersive Virtual Learning Environments (Paperback)
Donna Russell
R4,138 Discovery Miles 41 380 Ships in 18 - 22 working days

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.

Terms of Service - Subject to change without notice (Paperback): Craig W Stanfil Terms of Service - Subject to change without notice (Paperback)
Craig W Stanfil
R414 Discovery Miles 4 140 Ships in 18 - 22 working days
Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality (Paperback): Amit Kumar Tyagi Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality (Paperback)
Amit Kumar Tyagi
R4,775 Discovery Miles 47 750 Ships in 18 - 22 working days

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 Ephemeral Age - Keys to understand fast times and scheduled obsolescence (Paperback): Byron Rizzo The Ephemeral Age - Keys to understand fast times and scheduled obsolescence (Paperback)
Byron Rizzo
R242 Discovery Miles 2 420 Ships in 18 - 22 working days
Current and Prospective Applications of Virtual Reality in Higher Education (Paperback): Dong Hwa Choi, Amber Dailey-Hebert,... Current and Prospective Applications of Virtual Reality in Higher Education (Paperback)
Dong Hwa Choi, Amber Dailey-Hebert, Simmons Estes
R3,932 Discovery Miles 39 320 Ships in 18 - 22 working days

For the last decade, virtual reality has been utilized in diverse fields such as entertainment, medicine, and industry. Recently, virtual reality has been applied in educational settings in order to transform student learning and experiences through such methods as building prototypes using digital devices or exploring new cultures through immersive interactions. Teachers who can incorporate virtual reality into their classrooms can provide their students with more meaningful learning experiences and can witness higher engagement. Current and Prospective Applications of Virtual Reality in Higher Education is a cutting-edge academic research book that provides comprehensive research on the integration of virtual reality in education programs and establishes foundations for course design, program development, and institutional strategic planning. The book covers an overall understanding and approach to virtual reality in education, specific applications of using virtual reality in higher education, and prospects and issues of virtual reality in the future. Highlighting a wide range of topics such as gamification, teacher training, and virtual reality, this book is ideal for teachers, instructional designers, curriculum developers, academicians, program developers, administrators, educational software developers, policymakers, researchers, education professionals, and students.

How Blockchain will Change the World - A Beginner's Guide To Blockchain Technology, Bitcoin, and the Future of Financial... How Blockchain will Change the World - A Beginner's Guide To Blockchain Technology, Bitcoin, and the Future of Financial Technology (Paperback)
Alex Kim
R317 Discovery Miles 3 170 Ships in 18 - 22 working days
Price-Forecasting Models for EMCORE Corporation EMKR Stock (Paperback): Ton Viet Ta Price-Forecasting Models for EMCORE Corporation EMKR Stock (Paperback)
Ton Viet Ta
R480 Discovery Miles 4 800 Ships in 18 - 22 working days
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.

Virtual Reality Analytics - How VR and AR Change Business Intelligence (Paperback): Joerg Osarek, Carsten Frisch, Krzysztof... Virtual Reality Analytics - How VR and AR Change Business Intelligence (Paperback)
Joerg Osarek, Carsten Frisch, Krzysztof Izdebski
R253 Discovery Miles 2 530 Ships in 18 - 22 working days
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
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
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.

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
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.

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