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

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.

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

Programming for Mixed Reality with Windows 10, Unity, Vuforia, and UrhoSharp (Paperback): Dawid Borycki Programming for Mixed Reality with Windows 10, Unity, Vuforia, and UrhoSharp (Paperback)
Dawid Borycki
R1,059 R971 Discovery Miles 9 710 Save R88 (8%) Ships in 9 - 17 working days

Develop AI-powered apps and games for HoloLens and mixed reality headsets This is a complete guide to programming AI-powered mixed reality apps with the Windows Mixed Reality platform. Step by step, Dawid Borycki guides you through every type of mixed reality development, from simple 2D to cutting-edge apps for Microsoft HoloLens and immersive headsets. First, you'll learn to write UWP 2D apps that adapt for any Windows 10 device, transfer camera images to machine learning services, and use mobile sensor readings to control headset content. Then, building on these skills, you'll master every facet of building cross-platform 3D apps that link augmented reality content to real objects. Advanced Microsoft technology expert Dawid Borycki shows how to: Set up a mixed reality development environment with all the tools you'll need, including HoloLens and Mixed Reality simulators Write Universal Windows 2D apps for all Windows 10 devices, and adjust their views and capabilities to specific hardware Render media streams, acquire video from world-facing cameras, and detect human faces in those images Generate descriptions of what the user sees, and present them via text or speech Build AI-powered voice-controlled apps with Microsoft Cognitive Services (MCS) Master core concepts and techniques for building 3D mixed reality apps with Unity Format 3D objects with materials to create holograms Add interactions to holograms based on user input Integrate HoloLens capabilities, including air gestures, spatial sound, and mapping

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.

Virtual Publics - Policy and Community in an Electronic Age (Hardcover, New): Beth E Kolko Virtual Publics - Policy and Community in an Electronic Age (Hardcover, New)
Beth E Kolko
R2,457 Discovery Miles 24 570 Ships in 10 - 15 working days

How does virtuality affect reality? Fourteen experts consider this question from the perspective of law, architecture, rhetoric, philosophy, and art. Nearly all of the contributors have been online since before Netscape and a graphical World Wide Web; thus they have a thorough understanding of the cultural shifts the Internet has produced and been affected by, and they have a keen appreciation for the potential of the medium. Most scholarship on cyberculture has repeatedly emphasized that our offline selves determine how we are able to use technology, that real life affects what we do online. This volume is an attempt to reverse that discussion, to demonstrate that how we live online affects our lives offline as well. A virtual public is not an unreal one.

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
R2,842 Discovery Miles 28 420 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
R1,332 Discovery Miles 13 320 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.

?Como se hace un bebe? - Spanish Language Edition (Spanish, Paperback): Cory Silverberg ?Como se hace un bebe? - Spanish Language Edition (Spanish, Paperback)
Cory Silverberg; Illustrated by Fiona Smyth
R261 R240 Discovery Miles 2 400 Save R21 (8%) Ships in 18 - 22 working days
Virtual Reality Headsets - A Theoretical and Pragmatic Approach (Hardcover): Philippe Fuchs Virtual Reality Headsets - A Theoretical and Pragmatic Approach (Hardcover)
Philippe Fuchs
R4,213 Discovery Miles 42 130 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
METAVERSO liberta e politica nella nuova realta (Italian, Paperback): Stefano Musu METAVERSO liberta e politica nella nuova realta (Italian, Paperback)
Stefano Musu
R234 Discovery Miles 2 340 Ships in 18 - 22 working days
Dawn of the New Everything - Encounters with Reality and Virtual Reality (Paperback): Jaron Lanier Dawn of the New Everything - Encounters with Reality and Virtual Reality (Paperback)
Jaron Lanier
R581 R530 Discovery Miles 5 300 Save R51 (9%) 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.

Frostgrave: Ghost Archipelago - Lost Colossus (Paperback): Joseph A. McCullough Frostgrave: Ghost Archipelago - Lost Colossus (Paperback)
Joseph A. McCullough; Illustrated by Dmitry Burmak, Kate Burmak 1
R289 Discovery Miles 2 890 Ships in 9 - 17 working days

Long ago, the great Colossus of Argantheon stood upon one of the outer islands, its vast, outstretched arm pointing the way to the Crystal Pool, or so the ancient texts claim. Then, during some forgotten war, the Colossus was shattered, and its parts flung across the Archipelago, to lie in forgotten ruin.

In this expansion for Frostgrave: Ghost Archipelago, players lead their warbands through a series of interlinked scenarios in a race to discover the secrets of the Colossus. Along the way, they will encounter new monsters, discover new treasures, and even recruit a few new specialist warriors to their cause. Perhaps, if they are successful, the knowledge they obtain will help point them towards the ultimate treasure!

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
R1,283 Discovery Miles 12 830 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
Einfuhrung ins Darknet - Darknet ABC (German, Paperback): Martin Hoffer Einfuhrung ins Darknet - Darknet ABC (German, Paperback)
Martin Hoffer
R580 Discovery Miles 5 800 Ships in 18 - 22 working days
Digitale Evolution und Revolution Chance oder Risiko (German, Paperback): M Rock Digitale Evolution und Revolution Chance oder Risiko (German, Paperback)
M Rock
R284 Discovery Miles 2 840 Ships in 18 - 22 working days
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
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