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

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
R5,212 Discovery Miles 52 120 Ships in 10 - 15 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.

The Forsaken Crypts (Paperback): Terry C. Simpson The Forsaken Crypts (Paperback)
Terry C. Simpson
R434 Discovery Miles 4 340 Ships in 10 - 15 working days
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
R262 Discovery Miles 2 620 Ships in 10 - 15 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
R4,263 Discovery Miles 42 630 Ships in 10 - 15 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
R344 Discovery Miles 3 440 Ships in 10 - 15 working days
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
R275 Discovery Miles 2 750 Ships in 10 - 15 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
R1,290 Discovery Miles 12 900 Ships in 10 - 15 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
R1,460 Discovery Miles 14 600 Ships in 10 - 15 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.

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
R962 Discovery Miles 9 620 Ships in 10 - 15 working days
Elite Dangerous - The Unofficial Handbook - Part 1: Beginners (Paperback): Alex M Adams Elite Dangerous - The Unofficial Handbook - Part 1: Beginners (Paperback)
Alex M Adams
R558 Discovery Miles 5 580 Ships in 10 - 15 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
R850 Discovery Miles 8 500 Ships in 10 - 15 working days
Starfinder RPG: Alien Archive 3 (Hardcover): Joe Pasini Starfinder RPG: Alien Archive 3 (Hardcover)
Joe Pasini
R1,090 R903 Discovery Miles 9 030 Save R187 (17%) Ships in 9 - 17 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!

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
R852 R742 Discovery Miles 7 420 Save R110 (13%) Ships in 10 - 15 working days
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
R797 Discovery Miles 7 970 Ships in 10 - 15 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
R4,063 Discovery Miles 40 630 Ships in 10 - 15 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 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
R417 Discovery Miles 4 170 Ships in 10 - 15 working days
Beginning DevOps with Docker - Automate the deployment of your environment with the power of the Docker toolchain (Paperback):... Beginning DevOps with Docker - Automate the deployment of your environment with the power of the Docker toolchain (Paperback)
Joseph Muli
R492 Discovery Miles 4 920 Ships in 10 - 15 working days

It can be tough to roll out a pre-configured environment if you don't know what you're doing. We'll show you how to streamline your service options with Docker, so that you can scale in an agile, responsive manner. Key Features Learn how to structure your own Docker containers Create and manage multiple configuration images Understand how to scale and deploy bespoke environments Book DescriptionMaking sure that your application runs across different systems as intended is quickly becoming a standard development requirement. With Docker, you can ensure that what you build will behave the way you expect it to, regardless of where it's deployed. By guiding you through Docker from start to finish (from installation, to the Docker Registry, all the way through to working with Docker Swarms), we'll equip you with the skills you need to migrate your workflow to Docker with complete confidence. What you will learn Learn to design and build containers for different kinds of applications Create a testing environment to identify issues that may cause production deployments to fail Discover how you can correctly structure and manage a multi-tier environment Run, debug, and experiment with example applications in Docker containers Who this book is forThis book is ideal for developers, system architects and site reliability engineers (SREs) who wish to adopt a Docker-based workflow for consistency, speed and isolation of system resources within their applications. You'll need to be comfortable working with the command line.

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
R1,511 Discovery Miles 15 110 Ships in 10 - 15 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.

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
R1,298 Discovery Miles 12 980 Ships in 10 - 15 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.

Computers and Society - Modern Perspectives (Paperback): Ronald M. Baecker Computers and Society - Modern Perspectives (Paperback)
Ronald M. Baecker
R1,829 Discovery Miles 18 290 Ships in 12 - 19 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.

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
R1,621 Discovery Miles 16 210 Ships in 10 - 15 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.

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
R870 Discovery Miles 8 700 Ships in 10 - 15 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.

Microsoft HoloLens Developer's Guide (Paperback): Dennis Vroegop Microsoft HoloLens Developer's Guide (Paperback)
Dennis Vroegop
R1,294 Discovery Miles 12 940 Ships in 10 - 15 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.

Cases on Immersive Virtual Reality Techniques (Paperback): Kenneth C. C Yang Cases on Immersive Virtual Reality Techniques (Paperback)
Kenneth C. C Yang
R4,538 Discovery Miles 45 380 Ships in 10 - 15 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.

Whose Game? - Gender and Power in Fantasy Sports (Hardcover): Rebecca Joyce Kissane, Sarah Winslow Whose Game? - Gender and Power in Fantasy Sports (Hardcover)
Rebecca Joyce Kissane, Sarah Winslow
R2,578 R2,040 Discovery Miles 20 400 Save R538 (21%) Ships in 12 - 19 working days

Fantasy sports have the opportunity to provide a sporting community in which gendered physical presence plays no role-a space where men and women can compete and interact on a level playing field. Whose Game? shows, however, that while many turn to this space to socialize with friends or participate in a uniquely active and competitive fandom, men who play also depend on fantasy sports to perform a boyhood vision of masculinity otherwise inaccessible to them. Authors Rebecca Kissane and Sarah Winslow draw on a rich array of survey, interview, and observational data to examine how gender, race, and class frame the experiences of everyday fantasy sports players. This pioneering book examines gendered structures and processes, such as jock statsculinity-a nerdish form of masculine one-upmanship-and how women are often rendered as outsiders. Ultimately, Whose Game? demonstrates that fantasy sports are more than just an inconsequential leisure activity. This online world bleeds into participants' social lives in gendered ways-forging and strengthening relationships but also taking participants' time and attention to generate negative emotions, stress, discord, and unproductivity.

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