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

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.

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
A scuola con PONGO E TIM - PLAYSTATION Collana libri per bambini 6-12 anni: Ediz. a colori (Italian, Paperback): Marco Cognigni A scuola con PONGO E TIM - PLAYSTATION Collana libri per bambini 6-12 anni: Ediz. a colori (Italian, Paperback)
Marco Cognigni; Giulia Segreti
R289 Discovery Miles 2 890 Ships in 18 - 22 working days
Gamechanger - From playing FIFA to owning my own club (Paperback): Spencer F. C. Gamechanger - From playing FIFA to owning my own club (Paperback)
Spencer F. C. 1
R365 R330 Discovery Miles 3 300 Save R35 (10%) Ships in 9 - 17 working days

How one man went from gaming and making videos at home to becoming a football club owner 'The bizarre new world of football' Guardian I lifted the trophy triumphantly over my head, just as I'd seen so many FA Cup, World Cup and Champions League winners do on TV. It was quite simply the best moment of my life. Hashtag United had won. So, how on earth did this happen? How did a kid who at one point couldn't even get in his school team end up playing at Wembley Stadium in front of 20,000 people? How did someone who spent his life playing computer games get to play football in the same side as World Cup- and Champions League-winning players? I'm hardly sure myself. But here's my attempt to tell the story.

Criptomonedas - La nueva economia digital (Spanish, Paperback): Luisrafael Pereira-Berti Criptomonedas - La nueva economia digital (Spanish, Paperback)
Luisrafael Pereira-Berti
R227 Discovery Miles 2 270 Ships in 18 - 22 working days
Intermedia Games-Games Inter Media - Video Games and Intermediality (Paperback): Michael Fuchs, Jeff Thoss Intermedia Games-Games Inter Media - Video Games and Intermediality (Paperback)
Michael Fuchs, Jeff Thoss
R1,334 Discovery Miles 13 340 Ships in 18 - 22 working days

This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.

Elite Dangerous - Das Inoffizielle Handbuch - Teil 1: Anf nger (German, Paperback): Alex M Adams Elite Dangerous - Das Inoffizielle Handbuch - Teil 1: Anf nger (German, Paperback)
Alex M Adams
R544 Discovery Miles 5 440 Ships in 18 - 22 working days
Virtual Reality Systems (Hardcover): Zoran Gacovski Virtual Reality Systems (Hardcover)
Zoran Gacovski
R3,402 R2,652 Discovery Miles 26 520 Save R750 (22%) Ships in 18 - 22 working days

Virtual Reality Systems takes into account the control of motions and movements in virtual reality, brain-computer interface system applied for virtual reality control and traffic and driving simulator based on architecture of interactive motion. This book also discusses about robotics towards a model of user experience in immersive virtual environments, training system of lathe works on virtual operating platform, virtual reality surgical training in ear, nose and throat surgery, development of a medical training system with integration of users' skills assessment, augmented reality and possibilities, limitations and effectiveness of applying "virtual realities" in psychotherapy. It also provides the readers with the basic idea about virtual reality systems so as to get better understanding of motion control, virtual environment of robotics, medical and neural application of virtual reality and the correlation between virtual reality and neuroscience.

Virtual Reality Blueprint - Ein kurzer Einblick in die neue virtuelle Welt der Virtual, Augmented und Mixed Reality (German,... Virtual Reality Blueprint - Ein kurzer Einblick in die neue virtuelle Welt der Virtual, Augmented und Mixed Reality (German, Paperback)
Maximilian C C Maschmann
R163 Discovery Miles 1 630 Ships in 18 - 22 working days
Manual of Digital Museum Planning (Paperback): Ali Hossaini, Ngaire Blankenberg Manual of Digital Museum Planning (Paperback)
Ali Hossaini, Ngaire Blankenberg; As told to Gail Dexter Lord, Barry Lord
R2,728 Discovery Miles 27 280 Ships in 18 - 22 working days

The Manual of Digital Museum Planning is a comprehensive guide to digital planning, development, and operations for museum professionals and students of museums studies and arts administration. In the tradition of Lord Cultural Resource's renowned manuals, this book gives practical advice on how digital can enhance and improve all aspects of the museum. With chapters written by experienced professionals working at leading institutions such as the British Museum, the Metropolitan Museum of Art, the Indianapolis Museum of Art, Bristol Culture, the Canadian Museum for Human Rights, and others, The Manual of Digital Museum Planning is an easy-to-understand, step-by-step guide for anyone planning a new museum, a museum expansion, or a new project in the Digital Age. *Part 1 explains how digital technologies are transforming museums *and their value proposition *Part 2 explores how adopting a user-centric, omnichannel approach creates new relationships between museums and communities *Part 3 offers a guide to integrating digital into the workflow of museums- from data analytics, to user experience design to project management *Part 4 identifies the business models, infrastructure and skills and competencies for the digital museum, Each chapter culminates in 'summary takeaways' for easy recall, and key words are defined throughout. A glossary and reference list are also included as an accessible resources for readers.

Spanish-Israeli Relations, 1956-1992 - Ghosts of the Past and Contemporary Challenges in the Middle East (Paperback): Guy Setton Spanish-Israeli Relations, 1956-1992 - Ghosts of the Past and Contemporary Challenges in the Middle East (Paperback)
Guy Setton
R1,416 Discovery Miles 14 160 Ships in 18 - 22 working days

Despite a common heritage dating back centuries and mutual national interests, such as their joint fear of Soviet influence across the Mediterranean, it took 38 years after the establishment of the State of Israel (1948) and a decade after Francos death (1975) for relations to be established between Jerusalem and Madrid (1986). The absence of ties between both countries prior to 1986 was an anomaly that requires explanation. There was no apparent reason why both countries should not have established full diplomatic ties prior. Indeed, during the first years of Israeli statehood until 1952, Spain sought unsuccessfully to establish official ties with Israel as a means to overcome international isolation. But adhering to a moral foreign policy standard, Israel refused formal ties with the former Axis supporter. By 1953, however, Israel began adopting a more pragmatic view. Five centuries after the expulsion of the Jews from Spain bilateral ties were formalised after Spains successful transition from Francos dictatorship to democracy and Madrids ascension to the EEC in 1986. Once in the Community, Madrid had to align its foreign policy with Brussels which necessitated diplomatic relations with Israel. Without this systematic pressure on Madrid, the anomaly of Israeli-Spanish relations would have likely continued. Post 1986 the ties between the two countries were overshadowed by strong international political forces -- the Arab-Israeli conflict and the Israeli-Palestinian struggle -- which delayed bilateral progress. Explaining the impact of these forces is key to understanding the relationship. Although many positive milestones have been reached there are substantive issues of concern for both sides, and a feeling that much work remains if the relationship, and indeed friendship, is to become worthy and rewarding.

Augmented Reality - Developments, Technologies & Applications (Hardcover): Raymond Hughes Augmented Reality - Developments, Technologies & Applications (Hardcover)
Raymond Hughes
R3,656 Discovery Miles 36 560 Ships in 10 - 15 working days

Augmented reality (AR) is a technology that enables the user to see the real world, with virtual objects superimposed upon or composited with the real world. This book includes chapters focused on the following: the methodology of AR software for educational purposes; the use of augmented reality applications in the area of music education and music therapy; medical AR (in which the virtual entity is medical data); the role of AR in consumers' augmented experiences; and AR for cultural heritage, meaning the developments in multimedia technology to facilitate the learning experience in cultural heritage with the aid of improved user interaction methods.

The VR Book - Human-Centered Design for Virtual Reality (Paperback): Jason Jerald The VR Book - Human-Centered Design for Virtual Reality (Paperback)
Jason Jerald
R2,102 Discovery Miles 21 020 Ships in 18 - 22 working days

This is a strong foundation of human-centric virtual reality design for anyone and everyone involved in creating VR experiences. Without a clear understanding of the human side of virtual reality (VR), the experience will always fail. The VR Book bridges this gap by focusing on human-centered design. Creating compelling VR applications is an incredibly complex challenge. When done well, these experiences can be brilliant and pleasurable, but when done badly, they can result in frustration and sickness. Whereas limitations of technology can cause bad VR execution, problems are oftentimes caused by a lack of understanding human perception, interaction, design principles, and real users. This book focuses on the human elements of VR, such as how users perceive and intuitively interact with various forms of reality, causes of VR sickness, creating useful and pleasing content, and how to design and iterate upon effective VR applications. This book is not just for VR designers, it is for managers, programmers, artists, psychologists, engineers, students, educators, and user experience professionals. It is for the entire VR team, as everyone contributing should understand at least the basics of the many aspects of VR design. The industry is rapidly evolving, and The VR Book stresses the importance of building prototypes, gathering feedback, and using adjustable processes to efficiently iterate towards success. It contains extensive details on the most important aspects of VR, more than 600 applicable guidelines, and over 300 additional references.

Augmented Reality with Kinect (Paperback): Rui Wang Augmented Reality with Kinect (Paperback)
Rui Wang
R910 Discovery Miles 9 100 Ships in 18 - 22 working days

Microsoft Kinect changes the notion of user interface design. It differs from most other user input controllers as it enables users to interact with the program without touching the mouse or a trackpad. It utilizes motion sensing technology and all it needs is a real-time cameras, tracked skeletons, and gestures. This title will help you get into the world of Microsoft Kinect programming with the C/C++ language. The book covers the installation, image streaming, skeleton and face tracking, multi-touch cursors, and gesture emulation. Finally, you will end up with a complete Kinect-based game.

Real Drugs in a Virtual World - Drug Discourse and Community Online (Paperback): Edward Murguia, Melissa Tackett-Gibson, Ann... Real Drugs in a Virtual World - Drug Discourse and Community Online (Paperback)
Edward Murguia, Melissa Tackett-Gibson, Ann Lessem; Contributions by Azzurra Crispino, Sarah N. Gatson, …
R1,632 Discovery Miles 16 320 Ships in 18 - 22 working days

Drug Abuse (NIDA) funded research project on drug information and online drug-related communities. The editors of this pivotal text, Edward Murguia, Ann Lessem, and Melissa Tackett-Gibson, elevate the debate about drug use and the Internet from a polemic discourse to social scientific investigation. The essays confront issues related to the study of drug communication online, including the causal factors of abuse as discussed in online forums, the relationship between music and drug use in virtual communities, and the ways in which individuals assess the accuracy of online drug information. This book highlights the variety of ways to examine drug use as a social problem and presents several theoretical perspectives valuable to online research. Real Drugs in a Virtual World is an enlightening and thought provoking read that will appeal to sociology students and those interested in virtual communities.

Collaborative Access to Virtual Museum Collection Information - Seeing Through the Walls (Paperback): John J. Riemer,... Collaborative Access to Virtual Museum Collection Information - Seeing Through the Walls (Paperback)
John J. Riemer, Bernadette G Callery
R1,367 Discovery Miles 13 670 Ships in 18 - 22 working days

Get practical tools to successfully develop collaborative online learning projects! Virtual museums provide an opportunity to spark learning through online access to multi-sensory information, and collaboration between sources is needed to efficiently and effectively catalog and present material. Collaborative Access to Virtual Museum Collection Information: Seeing Through the Walls presents respected authorities exploring the world of virtual collections, from the identification and selection of objects to be included to providing online access using common terminology. Future possibilities and problems are fully detailed, taking into consideration the need for fixed metadata, descriptive standards, and negotiated compromise. Solutions to difficult issues are provided to allow successful development of collaborative virtual museum projects of all types. A virtual museum can provide users with direct, easy access to information, photographs, drawings, sound files, and video clips. However, discipline-based differences in terminology between collections are as much a challenge as integrating detailed locally-developed vocabularies with more general descriptors. Collaborative Access to Virtual Museum Collection Information: Seeing Through the Walls shows how to best achieve consistent information access by providing studies of successful collaborative museum projects which resulted in the creation of catalogs of material from a number of separate collections. The book helps you to understand the challenges of dealing with an unknown online user community as well as the opportunities for presenting information to the virtual museum visitor that differs from that information available during an on-site visit. Four case studies are presented in depth and highlight practical strategies on the development of collaborative common language for future projects. Extensive references provide opportunity for further research while tables clearly illustrate data. Collaborative Access to Virtual Museum Collection Information: Seeing Through the Walls thoroughly explores: cataloging and the digital collection at the Experience Music Project the collaborative cataloging efforts using Dublin Core to unite local heritage organizations the compromises and negotiations necessary to build a common catalog for multiple collaborating organizations the challenges of creating contextual information that places objects in relationship to their creators and the circumstances of their use the partnership between museums with Native American collections and tribally controlled schools the types of images indexed by museum practitioners indexing procedures and systems identifying potentially sensitive information for inclusion or exclusion in online collection databases Collaborative Access to Virtual Museum Collection Information: Seeing Through the Walls is cutting-edge information for museum archivists, librarians, collection curators, and anyone involved in creating catalogs or providing online access to existing museum collection information.

Virtual Politics - Identity and Community in Cyberspace (Paperback): David Holmes Virtual Politics - Identity and Community in Cyberspace (Paperback)
David Holmes
R1,940 Discovery Miles 19 400 Ships in 18 - 22 working days

Virtual Politics is a critical overview of the new - digital - body politic, with new technologies framing the discussion of key themes in social theory. This book shows how these new technologies are altering the nature of identity and agency, the relation of self to other, and the structure of community and political representation.

Virtual Culture - Identity and Communication in Cybersociety (Paperback): Steven Jones Virtual Culture - Identity and Communication in Cybersociety (Paperback)
Steven Jones
R2,085 Discovery Miles 20 850 Ships in 18 - 22 working days

Virtual Culture provides a unique analysis of a previously undocumented aspect of the cybersociety. Until now, the debate about participation in cyberculture has tended to focus on the ways that certain segments of the population are denied access to communications technologies. By contrast, the contributors to this volume scrutinize the way in which under-represented groupsłgay men, women, and special interest groupsłare exploiting the opportunities that the Internet provides for social and political change. Virtual Culture presents contributions from a range of subject disciplines, including communication, sociology, and anthropology in order to reflect on the diverse paradigms currently engaged in the study of electronic communities and networks. It sets out the definitions, boundaries, and approaches to the studies of these topics while demonstrating the theoretical and practical possibilities for cybersociety as an identity-structured space. Virtual Culture will be required reading for all students of communication, media and technology.

Virtual Politics - Identity and Community in Cyberspace (Hardcover): David Holmes Virtual Politics - Identity and Community in Cyberspace (Hardcover)
David Holmes
R6,512 Discovery Miles 65 120 Ships in 18 - 22 working days

Virtual Politics is a critical overview of the new - digital - body politic, with new technologies framing the discussion of key themes in social theory. This book shows how these new technologies are altering the nature of identity and agency, the relation of self to other, and the structure of community and political representation.

Cyberspace/Cyberbodies/Cyberpunk - Cultures of Technological Embodiment (Hardcover): Mike Featherstone, Roger Burrows Cyberspace/Cyberbodies/Cyberpunk - Cultures of Technological Embodiment (Hardcover)
Mike Featherstone, Roger Burrows
R5,755 Discovery Miles 57 550 Ships in 18 - 22 working days

How can we interpret cyberspace? What is the place of the embodied human agent in the virtual world? This innovative collection explores the emerging arena of cyberspace and the challenges it presents for the social and cultural forms of the human body. Cyberspace/Cyberbodies/Cyberpunk shows how changing relationships between body and technology offer new arenas for cultural representations. At the same time, the contributors consider the realities of human embodiment and the limits of virtual worlds. Topics examined include technological body modifications, replacements and prosthetics, bodies in cyberspace, virtual environments and cyborg culture, cultural representations of technological embodiment in visual and literary productions, and cyberpunk science fiction as a prefigurative social and cultural theory. Academics and students in cultural studies, popular culture, communication, sociology of culture, philosophy will appreciate this intriguing volume, as will general readers with an interest in the Internet.

Critical Play - Radical Game Design (Paperback): Mary Flanagan Critical Play - Radical Game Design (Paperback)
Mary Flanagan
R935 Discovery Miles 9 350 Ships in 18 - 22 working days

An examination of subversive games-games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games-games that challenge the accepted norms embedded within the gaming industry-and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of "playing house" include Dadaist puppet shows and The Sims. She looks at artists' alternative computer-based games and explores games for change, considering the way activist concerns-including worldwide poverty and AIDS-can be incorporated into game design. Arguing that this kind of conscious practice-which now constitutes the avant-garde of the computer game medium-can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.

Handbook of Virtual Environments - Design, Implementation, and Applications, Second Edition (Hardcover, 2nd edition): Kelly S.... Handbook of Virtual Environments - Design, Implementation, and Applications, Second Edition (Hardcover, 2nd edition)
Kelly S. Hale, Kay M. Stanney
R6,911 Discovery Miles 69 110 Ships in 10 - 15 working days

A Complete Toolbox of Theories and Techniques The second edition of a bestseller, Handbook of Virtual Environments: Design, Implementation, and Applications presents systematic and extensive coverage of the primary areas of research and development within VE technology. It brings together a comprehensive set of contributed articles that address the principles required to define system requirements and design, build, evaluate, implement, and manage the effective use of VE applications. The contributors provide critical insights and principles associated with their given areas of expertise to provide extensive scope and detail on VE technology and its applications. What's New in the Second Edition: Updated glossary of terms to promote common language throughout the community New chapters on olfactory perception, avatar control, motion sickness, and display design, as well as a whole host of new application areas Updated information to reflect the tremendous progress made over the last decade in applying VE technology to a growing number of domains This second edition includes nine new, as well as forty-one updated chapters that reflect the progress made in basic and applied research related to the creation, application, and evaluation of virtual environments. Contributions from leading researchers and practitioners from multidisciplinary domains provide a wealth of theoretical and practical information, resulting in a complete toolbox of theories and techniques that you can rely on to develop more captivating and effective virtual worlds. The handbook supplies a valuable resource for advancing VE applications as you take them from the laboratory to the real-world lives of people everywhere.

Pipeline Real-time Data Integration and Pipeline Network Virtual Reality System - Digital Oil & Gas Pipeline: Research and... Pipeline Real-time Data Integration and Pipeline Network Virtual Reality System - Digital Oil & Gas Pipeline: Research and Practice (Paperback, 1st ed. 2021)
Zhenpei Li, Lehao Yang
R1,292 Discovery Miles 12 920 Ships in 10 - 15 working days

As the second volume of the "Digital Oil & Gas Pipeline: Research and Practice" series of monographs, this book introduces the implementation strategies, examples and technical roadmaps of two important aspects of the Digital Oil & Gas Pipeline construction: pipeline real-time data integration and pipeline network virtual reality system. Two example of pipeline real-time data integration are elaborated: integration of pipeline WebGIS (Geographic Information System) and pipeline SCADA (Supervisory Control and Data Acquisition) via OPC (OLE for Process Control) technology, integration of pipeline network virtual reality system and pipeline SCADA via OPC, JNI (Java Native Interface) and SAI (Scene Access Interface). The pipeline network virtual reality system aims for the pipeline virtual expression, interaction, and 3D visual management. It can be used for pipeline route visual design and plan, immersive pipeline industry training, remote visual supervision and control, etc. The implementation details of the pipeline network virtual reality system, including 3D pipeline and terrain modeling with X3D (Extensible 3D) technology, improving large-scene display performance and speed in the network environment using LOD (Level of Detail) technology, interaction of virtual pipeline scenes, and pipeline 3D visual monitoring, are also introduced. The knowledge and experience delivered by this book will provide useful reference for the readers from the industries of oil & gas pipeline, GIS, Virtual Reality, industrial control, etc.

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