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

Click - The Virtual Meetings Book (Paperback): Michael Wilkinson, Richard Smith Click - The Virtual Meetings Book (Paperback)
Michael Wilkinson, Richard Smith
R792 R696 Discovery Miles 6 960 Save R96 (12%) Ships in 18 - 22 working days

How much time does your organization waste in unfocused, unengaging and unproductive virtual meetings?

Virtual meetings are on the rise. Unfortunately, most meeting leaders don't know the strategies for executing masterful virtual meetings. As a result, most virtual meetings: Don't start on time because people have difficulty with the technology Don't have a defined purpose due to lack of preparation Don't keep people engaged due to escalated multi-tasking Don't address conflict because the leader often doesn't see the body language information that communicates silent disagreement Don't deal with dysfunction because the meeting leader is distracted with the technology

CLICK for Strategies

"CLICK: The Virtual Meetings Book" provides meeting leaders with 60 comprehensive strategies for planning and executing masterful virtual meetings. In its twelve chapters, you'll find strategies and answers to these questions and more: How do you keep engagement high in a virtual meeting? How do you eliminate unnecessary virtual meetings? What are the key features that differentiate various online meeting platforms? How do you reduce the likelihood that your meeting will be derailed by technical issues? What if only a few people are remote? Or, what if you, the meeting leader, are the only one remote? How do you ask questions that receive lots of responses instead of that dreaded silence? What are the common virtual meeting dysfunctions, and how do you prevent them? How do you make sure you get quality results from every virtual meeting?

Authors Michael Wilkinson and Richard Smith, leaders in the #1 meeting facilitation and facilitation training company in the US, show you how to deliver masterful virtual meetings, every time.

How to Get Yourself a Second Life (A Guide for Newbies) (Paperback): Daniel James Harris How to Get Yourself a Second Life (A Guide for Newbies) (Paperback)
Daniel James Harris
R174 Discovery Miles 1 740 Ships in 18 - 22 working days
The Bright Court (Paperback): Anthea Sharp The Bright Court (Paperback)
Anthea Sharp
R441 Discovery Miles 4 410 Ships in 18 - 22 working days
Ayo's Adventures (Paperback): Franoise Sabard, Francoise Sabard Ayo's Adventures (Paperback)
Franoise Sabard, Francoise Sabard
R399 Discovery Miles 3 990 Ships in 18 - 22 working days

This is the story of the life and experiences of Fran's avatar, Ayo. Ayo is her name within Second Life. Ayo will first describe what Second Life is, how she and Fran relate, then she will tell stories of her experiences in Second Life with each of them illustrating a point about life in Second Life. All these themes are centered around the encounter of Ayo with her "twin soul" Ludwig and the reactions of their Real Life creators hidden behind their laptops. A touch of romance thrown in... What will Ayo and Ludwig's future be ? makes Ayo's Aventures pleasant and interesting to read.

The Dark Realm (Paperback): Anthea Sharp The Dark Realm (Paperback)
Anthea Sharp
R442 Discovery Miles 4 420 Ships in 18 - 22 working days
Critical VMware Mistakes You Should Avoid (Paperback): Joshua Meshell Critical VMware Mistakes You Should Avoid (Paperback)
Joshua Meshell; Edited by Brandy Jones; Rajen Guendoo
R502 Discovery Miles 5 020 Ships in 18 - 22 working days
Advanced Intelligent Virtual Reality Technologies - Proceedings of 6th International Conference on Artificial Intelligent and... Advanced Intelligent Virtual Reality Technologies - Proceedings of 6th International Conference on Artificial Intelligent and Virtual Reality (AIVR 2022) (Hardcover, 1st ed. 2023)
Kazumi Nakamatsu, Srikanta Patnaik, Roumen Kountchev, Ruidong Li, Ari Aharari
R5,876 Discovery Miles 58 760 Ships in 10 - 15 working days

This book gathers a collection of selected works and new research results of scholars and graduate students presented at the 6th International Conference on Artificial Intelligence and Virtual Reality (AIVR 2022) via the Internet, during July 22-24 2022, hosted and organized by Sojo University in conjunction with other three universities and Beijing Huaxia Rongzhi Blockchain Technology Institute. The focus of the book is interdisciplinary in nature and includes research on all aspects of artificial intelligence and virtual reality, from fundamental development to the applied system. The book covers topics such as system techniques, performance, and implementation; content creation and modelling; cognitive aspects, perception, user behaviour; AI technologies; interactions, interactive and responsive environments; AI/VR applications and case studies.

The End of Hardware, 3rd Edition - Augmented Reality and Beyond (Paperback, 3rd ed.): Rolf R. Hainich The End of Hardware, 3rd Edition - Augmented Reality and Beyond (Paperback, 3rd ed.)
Rolf R. Hainich
R648 Discovery Miles 6 480 Ships in 18 - 22 working days

Drag those windows from your screen and into the air in front of you. Use a simple glance to switch lights, open doors or surf the web. Virtual devices, virtual objects will surround us, anywhere. Only one piece of real hardware will do it all, replace anything. From application concepts to technical design to even a fiction chapter carrying us into the future, "this book is a blueprint for an entire technology." The new edition has been greatly extended, with many new ideas and materials. From the foreword by Oliver Bimber, professor of augmented reality: "I was captivated by the last edition of 'The End of Hardware' on a round-trip flight to Los Angeles. This book is not only an in-depth introduction to the concept of head-attached displays for augmented reality (AR), but also a great source of inspiration for many professionals - at least it is for me. Being a technical guy, I particularly enjoyed reading the technical design chapter which, in this new edition of the book, has been greatly extended with many details on holography, light fields and MEMS. Despite a technological focus, the book is written in a popular-scientific style - and therefore allows easy access to the material - even for non-experts. If I were to characterize this book in a single word, that word would be 'inspiring'. I can only hope that one day, someone will pick up and realize these ideas. For although, this might not be the 'End of Hardware' - it could well be the beginning of many new and exciting interfaces to the digital world in which we all live in."

The Virtual Worlds Handbook: How to Use Second Life (R) and Other 3D Virtual Environments - How to Use Second Life (R) and... The Virtual Worlds Handbook: How to Use Second Life (R) and Other 3D Virtual Environments - How to Use Second Life (R) and Other 3D Virtual Environments (Paperback, New edition)
Elizabeth Hodge, Sharon Collins, Tracy Giordano
R1,471 Discovery Miles 14 710 Ships in 18 - 22 working days

Step into the world of virtual reality with your newly created avatar and begin to experience the tools that make this world interactive! During their infancy stage, virtual environments were largely based upon the gaming community and over time have been adapted to meet the growing number of users and educators. The Virtual Worlds Handbook, with CD-ROM, provides a user-friendly approach that will help trainers and educators create an effective and interactive environment within the Second Life virtual world. This book was written to help the novice user tackle the natural learning curve while providing the experienced user with tips, tools, and tricks to help any educator or trainer meet their professional goals faster. The opportunities using virtual reality are limitless and provide online students with a unique opportunity to connect both physically and educationally to one another, to faculty, to university, and to a worldwide market.

Making Virtual Worlds - Linden Lab and Second Life (Hardcover): Thomas Malaby Making Virtual Worlds - Linden Lab and Second Life (Hardcover)
Thomas Malaby
R996 Discovery Miles 9 960 Ships in 18 - 22 working days

The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online.

Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created.

Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? "Lindens" as the Linden Lab employees call themselves found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions.

In Making Virtual Worlds, Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab."

Exploring Usability of Web-based Virtual Reality Technology - An Interdisciplinary Approach (Paperback): So-Yeon Yoon Exploring Usability of Web-based Virtual Reality Technology - An Interdisciplinary Approach (Paperback)
So-Yeon Yoon
R1,409 Discovery Miles 14 090 Ships in 18 - 22 working days

As Web-based interactive 3D graphics, popularly referred to as Virtual Reality (VR), continue to become more affordable, research and development groups in various fields have been adopting Web-based VR technology. Despite substantial adoption, how and how much the technology benefits target users and the providers who choose to adapt the technology is not well understood. Previous research has established that VR provides users with unique human-computer interaction. However, little is known about how users experience the Web-based VR technology and how user-system interaction contributes to system usability. This book investigates user perception of Webbased VR comparing to conventional 2D graphics and system usability affected by the user-system interaction process. The impact of Web-based VR on system usability was empirically examined from an integrated view of technology acceptance in information systems and human-computer interaction. In addition, the impact of user characteristics on user-system interaction while using a VR system was examined. This book provides new knowledge about usability, sense of presence and technology acceptance in VR and provides insights for future research, which should be important to anyone designing, developing and evaluating a VR system in general and to an electronic commerce or market research system in particular.

Challenges for Games Designers - Non-Digital Exercises for Video Game Designers (Paperback): Ian Schreiber, Brenda L Brathwaite Challenges for Games Designers - Non-Digital Exercises for Video Game Designers (Paperback)
Ian Schreiber, Brenda L Brathwaite
R662 Discovery Miles 6 620 Ships in 18 - 22 working days
Reload - Rethinking Women + Cyberculture (Paperback, New): Mary Flanagan, Austin Booth Reload - Rethinking Women + Cyberculture (Paperback, New)
Mary Flanagan, Austin Booth
R1,256 Discovery Miles 12 560 Ships in 18 - 22 working days

2003 Susan Koppelman Award given by the Joint Women's Caucus of the Popular Culture/American Culture. Most writing on cyberculture is dominated by two almost mutually exclusive visions: the heroic image of the male outlaw hacker and the utopian myth of a gender-free cyberworld. "Reload" offers an alternative picture of cyberspace as a complex and contradictory place where there is oppression as well as liberation. It shows how cyberpunk's revolutionary claims conceal its ultimate conservatism on matters of class, gender, and race. The cyberfeminists writing here view cyberculture as a social experiment with an as-yet-unfulfilled potential to create new identities, relationships, and cultures. The book brings together women's cyberfiction--fiction that explores the relationship between people and virtual technologies--and feminist theoretical and critical investigations of gender and technoculture. From a variety of viewpoints, the writers consider the effects of rapid and profound technological change on culture, in particular both the revolutionary and reactionary effects of cyberculture on women's lives. They also explore the feminist implications of the cyborg, a human-machine hybrid. The writers challenge the conceptual and institutional rifts between high and low culture, which are embedded in the texts and artifacts of cyberculture.

Virtual Reality (Paperback, Reprinted edition): Rheingold Virtual Reality (Paperback, Reprinted edition)
Rheingold
R603 Discovery Miles 6 030 Ships in 18 - 22 working days

Imagine being able to "walk" into your computer and interact with any program you create. It sounds like science fiction, but it's science fact. Surgeons now rehearse operations on computer-generated "virtual" patients, and architects "walk through" virtual buildings while the actual structures are still in blueprints. In Virtual Reality, Howard Rheingold takes us to the front lines of this revolutionary new technology that creates computer-generated worlds complete with the sensations of touch and motion, and explores its impact on everything from entertainment to particle physics.

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
R2,332 R1,438 Discovery Miles 14 380 Save R894 (38%) Ships in 9 - 17 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.

Words Made Flesh - Virtual Reality, Humanity and the Cosmos (Paperback, 2nd Revised edition): Ramsey Dukes Words Made Flesh - Virtual Reality, Humanity and the Cosmos (Paperback, 2nd Revised edition)
Ramsey Dukes
R405 Discovery Miles 4 050 Ships in 18 - 22 working days

The book that launched the virtual reality debate is back in print with four additional appendices. Which is most fundamental--matter, energy or information? Dukes takes readers on a voyage of discovery and nothing will ever be the same. (Philosophy)

Dawn of the New Everything - A Journey Through Virtual Reality (Paperback): Jaron Lanier Dawn of the New Everything - A Journey Through Virtual Reality (Paperback)
Jaron Lanier 1
R317 R288 Discovery Miles 2 880 Save R29 (9%) Ships in 9 - 17 working days

Named a Best Book of the Year by the Economist, Wall Street Journal & Vox 'The father of virtual reality' (Sunday Times) explains why virtual reality presents the ultimate test for humanity. 'Essential reading, not just for VR-watchers but for anyone interested in how society came to be how it is, and what it might yet become' Economist Welcome to a mind-expanding, life-enhancing, world-changing adventure. Virtual reality has long been one of the dominant cliches of science fiction. Now virtual reality is a reality: from the startling beauty of lifelike video games to the place where war veterans overcome PTSD, surgeries are trialled, and aircraft and cities are designed. VR is, in fact now, the most effective device ever invented for researching what a human being actually is - and how we think and feel. More than thirty years ago, legendary computer scientist, visionary and artist Jaron Lanier pioneered its invention. Here he blends scientific investigation, philosophical thought experiment and his memoir of a life lived at the centre of digital innovation to explain what VR really is: the science of comprehensive illusion; the extension of the intimate magic of earliest childhood into adulthood; a hint of what life would be like without any limits. We are standing on the threshold of an entirely new realm of human creativity, expression, communication and experience, and as we use VR to test our relationship with reality, it may test us in return. 'Vivid and absolutely extraordinary' Evening Standard

Playing to Learn - Experiences in Virtual Biology Environments (Paperback): Johnnie Wycliffe, Frank Muwanga-Zake Playing to Learn - Experiences in Virtual Biology Environments (Paperback)
Johnnie Wycliffe, Frank Muwanga-Zake
R1,232 Discovery Miles 12 320 Ships in 10 - 15 working days

Play is human nature, which we remember and return to because of the excitement involved. Hence, play is in most cultures used in learning common rules and in achieving social harmony among children as well as adults. Additionally, practical subjects such as science include playful interaction with objects. This book outlines theoretical frameworks that apply in playing to learn and characteristics of games that are important in encouraging learning. Regrettably however, abstract and boring systems, as well as watching television, replace such enjoyment in learning. Fortunately, robust virtual environments and realities ease the rigour in designing and in executing educational play. It has to be noted that virtual environments are now designed for television sets, mobile telephones and computers. Therefore, the book 'Information and Communications Technology' (ICT) includes all of such technologies, although the cases reported here are specifically computer games.

Virtual Worlds - Controversies at the Frontier of Education (Hardcover, New): Kieron Sheehy, Rebecca Ferguson, Gill Clough Virtual Worlds - Controversies at the Frontier of Education (Hardcover, New)
Kieron Sheehy, Rebecca Ferguson, Gill Clough
R5,067 R4,148 Discovery Miles 41 480 Save R919 (18%) Ships in 10 - 15 working days

The book deals with the challenges that arise when virtual worlds are used for learning and teaching. The ideas and practices emerging from this field are relevant to all educators, and offers insights into the development of a pedagogy that is authentic, inclusive and enjoyable. Each chapter addresses a particular issue and is illustrated with examples drawn from both research and practice. These examples cover a wide range of learning scenarios, both formal and informal, involving teenagers, school pupils, undergraduate and postgraduate students as well as a variety of lifelong learners. The issues include the importance of virtual worlds, the influence of online games and physical-world economics and politics, the relationship between avatars and learner identity, the challenges of ensuring child safety and protection, interaction between real-world and in-world environments and activities, accessibility and the development of new pedagogues. The authors are all teachers and learners in virtual worlds; many have been responsible for designing, programming and maintaining virtual environments.

The Phenomenology of Virtual Technology - Perception and Imagination in a Digital Age (Hardcover): Daniel O'Shiel The Phenomenology of Virtual Technology - Perception and Imagination in a Digital Age (Hardcover)
Daniel O'Shiel
R2,994 Discovery Miles 29 940 Ships in 10 - 15 working days

The digital age we now live in is fundamentally changing how we relate to our perceptions and images. Daniel O'Shiel provides the first comprehensive phenomenology of virtual technology in order to show how the previously well-established experiential lines and structures between three basic categories of phenomenal experience - our everyday perceptions of reality; our everyday fantasies of irreality; and our everyday engagements with external images, not least digital ones - are becoming blurred, inverted or are even collapsing in a new era where a specific type of virtuality is coming to the fore. O'Shiel examines in depth just what this means for the phenomenology behind it, as well as the concrete practical consequences going forward. The work is divided into two main parts. In the first O'Shiel fully investigates the phenomenological natures of perception and imagination through close textual analyses of the relevant works by Edmund Husserl, Eugen Fink and Jean-Paul Sartre. In each phenomenologist perception and imagination are ultimately seen as different in kind, although the dividing line differs, especially with reference to a middle category of 'image-consciousness' (Bildbewusstsein). This first part argues for basic phenomenological differences between perceptions; physical and external images; and more mental imagery, while also allowing for a more general gradation between them. The second part then applies these theoretical findings to some of the most influential 'virtual technologies' today - social media; online gaming; and some virtual, augmented and mixed reality technologies - in order to show how previously clear categories of real and irreal, present and absent, genuine and fake, and even true and false, are becoming less so.

Playback - A Genealogy of 1980s British Videogames (Paperback): Alex Wade Playback - A Genealogy of 1980s British Videogames (Paperback)
Alex Wade
R1,357 Discovery Miles 13 570 Ships in 18 - 22 working days

Through interviews with developers, gamers, and journalists examining the phenomena of bedroom coding, arcade gaming, and format wars, mapped onto enquiry into the seminal genres of the time including driving, shooting, and maze chase, Playback: A Genealogy of 1980s British Videogames examines how 1980s Britain has become the culture of work in the 21st century and considers its meaning to contemporary society. This crucial and timely work fills a lacuna for students and researchers of sociology, media, and games studies and will be of interest to employees of the videogames and media industries. Research into videogames have never been greater, but exploration of their historic drivers is as elided as the technology is influential, giving rise to a range of questions. What were the social and economic conditions that gave rise to a billion dollar industry? What were the motivations of the early 'bedroom coders'? What are the legacies of the seminal videogames of the 1980s and how do they inform the current social, political and cultural landscape? With a focus on the characteristics of the UK videogame industry in the 1980s, Wade explores these questions from perspectives of consumption, production and leisure, outlining the construction of a habitus unique to this time.

Computer Assisted Exercises and Training - A Reference Guide (Hardcover): E Cayirci Computer Assisted Exercises and Training - A Reference Guide (Hardcover)
E Cayirci
R3,358 Discovery Miles 33 580 Ships in 18 - 22 working days

A comprehensive guide to computer assisted exercises

Readers can turn to this indispensable reference guide for comprehensive and lucid coverage of the operational, technical, and organizational knowledge needed to harness successful and constructive computer assisted exercises (CAX) and war games. It is geared also toward large civilian organizations that are looking to teach and test their strategies and procedures without the added cost of manpower. Divided into two clear parts, the book covers:

Fundamentals and Theory--conflict and warfare; probability and statistics; simulation; distributed simulation; and experimentation and analysis

Combat Modeling, Computer Assisted Exercises, and Practice--CAX architectures; CAX process; combat modeling; CAX support tools; communications/information system issues, technical risks, and risk miti-gation; and exercise centers and facilities

Computer Assisted Exercises and Training: A Reference Guide is indispensable reading for research engineers, computer scientists, software engineers working with modeling and simulation, homeland security specialists, staff in simulation training centers, military strategists and commanders, and many others. It also serves as a valuable textbook for modeling and simulation courses at the upper-undergraduate and graduate levels.

The Toxic Meritocracy of Video Games - Why Gaming Culture Is the Worst (Paperback): Christopher A. Paul The Toxic Meritocracy of Video Games - Why Gaming Culture Is the Worst (Paperback)
Christopher A. Paul
R659 Discovery Miles 6 590 Ships in 9 - 17 working days

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.

Virtual Reality Headsets - A Theoretical and Pragmatic Approach (Hardcover): Philippe Fuchs Virtual Reality Headsets - A Theoretical and Pragmatic Approach (Hardcover)
Philippe Fuchs
R4,496 Discovery Miles 44 960 Ships in 10 - 15 working days

The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers and professionals. The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3I(2) model''. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges.

Greedy (German, Paperback): Gerald Arnold Wartensteiner Greedy (German, Paperback)
Gerald Arnold Wartensteiner
R252 Discovery Miles 2 520 Ships in 18 - 22 working days
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