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

Criptomonedas - La nueva economia digital (Spanish, Paperback): Luisrafael Pereira-Berti Criptomonedas - La nueva economia digital (Spanish, Paperback)
Luisrafael Pereira-Berti
R235 Discovery Miles 2 350 Ships in 10 - 15 working days
MOOC (Massive Open Online Courses) (Hardcover): Dragan Cvetkovic MOOC (Massive Open Online Courses) (Hardcover)
Dragan Cvetkovic
R3,763 R3,458 Discovery Miles 34 580 Save R305 (8%) Ships in 10 - 15 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
R299 Discovery Miles 2 990 Ships in 10 - 15 working days
The Ultimate Roblox Book: An Unofficial Guide, Updated Edition - Learn How to Build Your Own Worlds, Customize Your Games, and... The Ultimate Roblox Book: An Unofficial Guide, Updated Edition - Learn How to Build Your Own Worlds, Customize Your Games, and So Much More! (Paperback)
David Jagneaux, Heath Haskins
R390 R312 Discovery Miles 3 120 Save R78 (20%) Ships in 5 - 10 working days

Build and create your own Roblox world with this updated, easy-to-use guide. Roblox, the largest user-generated online gaming platform that allows users to create and share their own game worlds and gaming creations, has taken the digital world by storm! With updated screenshots and instructions, The Ultimate Roblox Book, Updated Edition provides brand-new information on game changes and the latest features so you can make the most out of your Roblox game. With everything from instructions for playing the games to tips on creating your own worlds to the basics of coding, this updated guide gives you all the tools you need to get started.

Greedy (German, Paperback): Gerald Arnold Wartensteiner Greedy (German, Paperback)
Gerald Arnold Wartensteiner
R261 Discovery Miles 2 610 Ships in 10 - 15 working days
Modeling, Simulation and Visualization Methods (Paperback): Hamid R Arabnia, Leonidas Deligiannidis, Fernando G. Tinetti Modeling, Simulation and Visualization Methods (Paperback)
Hamid R Arabnia, Leonidas Deligiannidis, Fernando G. Tinetti
R2,465 Discovery Miles 24 650 Ships in 12 - 17 working days

Proceedings of the 2019 International Conference on Modeling, Simulation and Visualization Methods (MSV'19) held July 29th - August 1st, 2019 in Las Vegas, Nevada.

Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality (Hardcover): Amit Kumar Tyagi Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality (Hardcover)
Amit Kumar Tyagi
R6,959 Discovery Miles 69 590 Ships in 10 - 15 working days

Augmented and virtual reality (AR and VR) offer exciting opportunities for human computer interaction (HCI), the enhancement of places, and new business cases. Though VR is most popular for video games, especially among younger generations, AR and VR can also be used in applications that include military, medical, navigational, tourism, marketing, and maintenance uses. Research in these technologies along with 3D user interfaces has gained momentum in recent years and has solidified it as a staple technology for the foreseeable future. Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality includes a collection of business case studies covering a variety of topics related to AR, VR, and mixed reality (MR) including their use in possible applications. This book also touches on the diverse uses of AR and VR in many industries and discusses their importance, challenges, and opportunities. While discussing the use these technologies in sectors such as education, healthcare, and computer science, this book is ideal for computer scientists, engineers, practitioners, stakeholders, researchers, academicians, and students who are interested in the latest research on augmented, mixed, and virtual reality.

HCI International 2020 - Late Breaking Papers: Virtual and Augmented Reality - 22nd HCI International Conference, HCII 2020,... HCI International 2020 - Late Breaking Papers: Virtual and Augmented Reality - 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, Proceedings (Paperback, 1st ed. 2020)
Constantine Stephanidis, Jessie Y C Chen, Gino Fragomeni
R1,616 Discovery Miles 16 160 Ships in 10 - 15 working days

This book constitutes late breaking papers from the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic.From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place. In addition, a total of 333 papers and 144 posters are included in the volumes of the proceedings published after the conference as "Late Breaking Work" (papers and posters). These contributions address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems. The 34 late breaking papers presented in this volume were organized in two topical sections named: Virtual, Augmented and Mixed Reality Design and Implementation; and User Experience in Virtual, Augmented and Mixed Reality.

Gamification for Tourism (Hardcover): Feifei Xu, Dimitrios Buhalis Gamification for Tourism (Hardcover)
Feifei Xu, Dimitrios Buhalis
R4,494 Discovery Miles 44 940 Ships in 10 - 15 working days

This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.

Virtual, Augmented and Mixed Reality. Industrial and Everyday Life Applications - 12th International Conference, VAMR 2020,... Virtual, Augmented and Mixed Reality. Industrial and Everyday Life Applications - 12th International Conference, VAMR 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, Proceedings, Part II (Paperback, 1st ed. 2020)
Jessie Y C Chen, Gino Fragomeni
R1,610 Discovery Miles 16 100 Ships in 10 - 15 working days

The 2 volume-set of LNCS 12190 and 12191 constitutes the refereed proceedings of the 12th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2020, which was due to be held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark. The conference was held virtually due to the COVID-19 pandemic. A total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. The 71 papers included in these HCI 2020 proceedings were organized in topical sections as follows: Part I: design and user experience in VAMR; gestures and haptic interaction in VAMR; cognitive, psychological and health aspects in VAMR; robots in VAMR. Part II: VAMR for training, guidance and assistance in industry and business; learning, narrative, storytelling and cultural applications of VAMR; VAMR for health, well-being and medicine.

Real VR - Immersive Digital Reality - How to Import the Real World into Head-Mounted Immersive Displays (Paperback, 1st ed.... Real VR - Immersive Digital Reality - How to Import the Real World into Head-Mounted Immersive Displays (Paperback, 1st ed. 2020)
Marcus Magnor, Alexander Sorkine-Hornung
R2,471 Discovery Miles 24 710 Ships in 10 - 15 working days

With the advent of consumer-market Virtual Reality (VR) technology, the next revolution in visual entertainment is already on the horizon: real VR will enable us to experience live-action movies, sports broadcasts, concert videos, etc. in true visual (and aural) immersion. This book provides a comprehensive overview of the algorithms and methods that make it possible to immerse into real-world recordings. It brings together the expertise of internationally renowned experts from academia and industry who present the state of the art in this fascinating, interdisciplinary new research field. Written by and for scientists, engineers, and practitioners, this book is the definitive reference for anyone interested in finding out about how to import the real world into head-mounted displays.

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
R1,417 Discovery Miles 14 170 Ships in 10 - 15 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
R577 Discovery Miles 5 770 Ships in 10 - 15 working days
Optical Architectures for Augmented-, Virtual-, and Mixed-Reality Headsets (Paperback): Bernard Kress Optical Architectures for Augmented-, Virtual-, and Mixed-Reality Headsets (Paperback)
Bernard Kress
R1,891 Discovery Miles 18 910 Ships in 12 - 17 working days

This book is a timely review of the various optical architectures, display technologies, and building blocks for modern consumer, enterprise, and defense head-mounted displays for various applications, including smart glasses, smart eyewear, and virtual-reality, augmented-reality, and mixed-reality headsets. Special attention is paid to the facets of the human perception system and the need for a human-centric optical design process that allows for the most comfortable headset that does not compromise the user's experience. Major challenges--from wearability and visual comfort to sensory and display immersion--must be overcome to meet market analyst expectations, and the book reviews the most appropriate optical technologies to address such challenges, as well as the latest product implementations.

Handbook of Research on the Global Impacts and Roles of Immersive Media (Hardcover): Jacquelyn Ford Morie, Kate McCallum Handbook of Research on the Global Impacts and Roles of Immersive Media (Hardcover)
Jacquelyn Ford Morie, Kate McCallum
R8,338 Discovery Miles 83 380 Ships in 10 - 15 working days

The world is witnessing a media revolution similar to the birth of the film industry from the early 20th Century. New forms of media are expanding the human experience from passive viewership to active participants, surrounding and enveloping us in ways film or television never could. New immersive media forms include virtual reality (VR), augmented reality (AR), mixed reality (XR), fulldome, CAVEs, holographic characters, projection mapping, and mixed experimental combinations of old and new, live, and generated media. With the continued expansion beyond the traditional frame, practitioners are crafting these new media to see how they can influence and shape the world. The Handbook of Research on the Global Impacts and Roles of Immersive Media is a collection of innovative research that provides insights on the latest in existing and emerging immersive technologies through descriptions of case studies, new business models, philosophical viewpoints, and scientific findings. While highlighting topics including augmented reality, interactive media, and spatial computing, this book is ideally designed for media technologists, storytellers, artists, journalists, designers, programmers, developers, manufacturers, entertainment executives, content creators, industry professionals, academicians, researchers, and media students.

Virtual and Augmented Reality in Education, Art, and Museums (Hardcover): Giuliana Guazzaroni, Anitha S. Pillai Virtual and Augmented Reality in Education, Art, and Museums (Hardcover)
Giuliana Guazzaroni, Anitha S. Pillai
R6,970 Discovery Miles 69 700 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.

Virtual, Augmented and Mixed Reality. Applications and Case Studies - 11th International Conference, VAMR 2019, Held as Part of... Virtual, Augmented and Mixed Reality. Applications and Case Studies - 11th International Conference, VAMR 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26-31, 2019, Proceedings, Part II (Paperback, 1st ed. 2019)
Jessie Y C Chen, Gino Fragomeni
R2,544 Discovery Miles 25 440 Ships in 10 - 15 working days

This two-volume set LNCS 11574 and 11575 constitutes the refereed proceedings of the 11th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 80 papers presented in this volume were organized in topical sections named: multimodal interaction in VR, rendering, layout, visualization and navigation, avatars, embodiment and empathy in VAMR, cognitive and health issues in VAMR, VAMR and robots, VAMR in learning, training and entertainment, VAMR in aviation, industry and the military.

More Than Meets the Eye - Special Effects and the Fantastic Transmedia Franchise (Hardcover): Bob Rehak More Than Meets the Eye - Special Effects and the Fantastic Transmedia Franchise (Hardcover)
Bob Rehak
R2,684 Discovery Miles 26 840 Ships in 10 - 15 working days

A rare look at the role of special effects in creating fictional worlds and transmedia franchises From comic book universes crowded with soaring superheroes and shattering skyscrapers to cosmic empires set in far-off galaxies, today's fantasy blockbusters depend on visual effects. Bringing science fiction from the studio to your screen, through film, television, or video games, these special effects power our entertainment industry. More Than Meets the Eye delves into the world of fantastic media franchises to trace the ways in which special effects over the last 50 years have become central not just to transmedia storytelling but to worldbuilding, performance, and genre in contemporary blockbuster entertainment. More Than Meets the Eye maps the ways in which special effects build consistent storyworlds and transform genres while traveling from one media platform to the next. Examining high-profile franchises in which special effects have played a constitutive role such as Star Trek, Star Wars, The Matrix, and The Lord of the Rings, as well as more contemporary franchises like Pirates of the Caribbean and Harry Potter, Bob Rehak analyzes the ways in which production practices developed alongside the cultural work of industry professionals. By studying social and cultural factors such as fan interaction, this book provides a context for understanding just how much multiplatform storytelling has come to define these megahit franchises. More Than Meets the Eye explores the larger history of how physical and optical effects in postwar Hollywood laid the foundation for modern transmedia franchises and argues that special effects are not simply an adjunct to blockbuster filmmaking, but central agents of an entire mode of production.

Subjective Experiences of Interactive Nostalgia (Hardcover, New edition): Ryan Lizardi Subjective Experiences of Interactive Nostalgia (Hardcover, New edition)
Ryan Lizardi
R4,109 Discovery Miles 41 090 Ships in 10 - 15 working days

From explorations of video game series to Netflix shows to Facebook timelines, Subjective Experiences of Interactive Nostalgia helps readers understand what it is actually like to be nostalgic in a world that increasingly asks us to interact with our past. Interdisciplinary authors tackle the subject from historical, philosophical, rhetorical, sociological, and economic perspectives, all the while asking big questions about what it means to be asked to be active participants in our own mediated histories. Scholars and pop culture enthusiasts alike will find something to love as this collection moves from a look at traditional interactive media, such as video games, to nostalgia within all things digital and ends with a rethinking of the potentials of nostalgia itself.

Subjective Experiences of Interactive Nostalgia (Paperback, New edition): Ryan Lizardi Subjective Experiences of Interactive Nostalgia (Paperback, New edition)
Ryan Lizardi
R1,654 Discovery Miles 16 540 Ships in 10 - 15 working days

From explorations of video game series to Netflix shows to Facebook timelines, Subjective Experiences of Interactive Nostalgia helps readers understand what it is actually like to be nostalgic in a world that increasingly asks us to interact with our past. Interdisciplinary authors tackle the subject from historical, philosophical, rhetorical, sociological, and economic perspectives, all the while asking big questions about what it means to be asked to be active participants in our own mediated histories. Scholars and pop culture enthusiasts alike will find something to love as this collection moves from a look at traditional interactive media, such as video games, to nostalgia within all things digital and ends with a rethinking of the potentials of nostalgia itself.

Intermedia Games-Games Inter Media - Video Games and Intermediality (Hardcover): Michael Fuchs, Jeff Thoss Intermedia Games-Games Inter Media - Video Games and Intermediality (Hardcover)
Michael Fuchs, Jeff Thoss
R5,130 Discovery Miles 51 300 Ships in 10 - 15 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.

Virtual Reality and Augmented Reality - 15th EuroVR International Conference, EuroVR 2018, London, UK, October 22-23, 2018,... Virtual Reality and Augmented Reality - 15th EuroVR International Conference, EuroVR 2018, London, UK, October 22-23, 2018, Proceedings (Paperback, 1st ed. 2018)
Patrick Bourdot, Sue Cobb, Victoria Interrante, Hirokazu Kato, Didier Stricker
R1,557 Discovery Miles 15 570 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 15th International Conference on Virtual Reality and Augmented Reality, EuroVR 2018, held in London, UK, in October 2018. The 9 full papers and 6 short papers presented were carefully reviewed and selected from 39 submissions. The papers are organized in 5topical sections: vision-based motion tracking; 3D acquisition and 3D reconstruction; haptics and 3D audio; perception and cognition; interactive techniques and use-case studies.

Computers and Society - Modern Perspectives (Paperback): Ronald M. Baecker Computers and Society - Modern Perspectives (Paperback)
Ronald M. Baecker
R1,524 Discovery Miles 15 240 Ships in 9 - 15 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.

Virtual Reality and the Criminal Justice System - Exploring the Possibilities for Correctional Rehabilitation (Hardcover):... Virtual Reality and the Criminal Justice System - Exploring the Possibilities for Correctional Rehabilitation (Hardcover)
Bobbie Ticknor
R2,791 Discovery Miles 27 910 Ships in 10 - 15 working days

Virtual Reality (VR) is becoming a popular technology for gaming and entertainment; however, researchers and scientists have used the technology for decades to develop real world solutions. The criminal justice system has used VR primarily for weapons training and forensic investigation but its uses are expanding. This book discusses how the technology can be used for correctional rehabilitation. Specifically, the book explores how cognitive behavior therapy, a widely used therapeutic technique used to treat offenders, can be improved using VR. Offenders can learn new skills, role play, and practice what they've learned in a safe, controlled environment that mimics situations they may find when back in the community. Additionally, those without access to services can use the technology to attend virtual groups offered by trained facilitators no matter where they live. With current limitations on resources, VR can offer criminal justice practitioners another option for offender rehabilitation.

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
R344 R280 Discovery Miles 2 800 Save R64 (19%) Ships in 9 - 15 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

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