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

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
R452 R406 Discovery Miles 4 060 Save R46 (10%) Ships in 10 - 15 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)

F2: Football Academy - Take Your Game to the Next Level (Skills Book 2) (Paperback): The F2 F2: Football Academy - Take Your Game to the Next Level (Skills Book 2) (Paperback)
The F2 1
R410 R353 Discovery Miles 3 530 Save R57 (14%) Ships in 12 - 17 working days

Take your game to the next level with the new book from the world's biggest football YouTubers, the F2. We're the F2 and in our brand new book we're going to show you how to take your football skills to the next level. In these pages we turn the spotlight on the greatest players, the biggest teams, and most jaw-dropping moments from across the football world, and teach you the skills and the tekkers it takes to be the best! Want step-overs like Sanchez? Or a piledriver like Ibrahimovic? Or quick-feet like Messi? We show you how. Our book is filled with tips and hacks, as well as the inside track on your favourite stars: Pogba, Suarez, Aguero and the rest. There's even a free app that brings the book to life and shows you how to turbo-charge your tekkers! There's not a moment to lose - open, read, learn, download and get out on the pitch and practise. Love, peace and tekkers.

Seen to Be Believed - A tense and suspenseful crime thriller (Paperback): Louisa Scarr Seen to Be Believed - A tense and suspenseful crime thriller (Paperback)
Louisa Scarr
R272 R195 Discovery Miles 1 950 Save R77 (28%) Ships in 9 - 15 working days

'Butler and West are fast becoming my favourite detective partnership... Addictive reading!' Alison Belsham, author of The Tattoo Thief Nothing is as it seems, for Butler and West.One spring evening, a mother and her children are brutally attacked in their home. The unprovoked and violent assault leaves DS Robin Butler and DC Freya West in the dark - the luxury items were left untouched and there is no apparent motive. The investigation's only lead is Andrew Grace, the husband who was not home at the time. He and his business partner have created unique virtual reality software which is valuable and extremely dangerous in the wrong hands. Robin and Freya are stonewalled by uncooperative witnesses at every turn but when a woman linked to the work of Andrew and his co-founder is kidnapped, the need for progress becomes critical. Failure to solve the case will result in murder. Meanwhile, Robin and Freya's unresolved feelings have come to the surface and they must finally face facts. But is it too late? In a case where nothing is as it seems, are Robin and Freya doomed to never find the truth? A tense and thrilling instalment of the Butler & West series that fans of Cara Hunter, Jane Casey and Susie Steiner will love. Praise for Louisa Scarr'Scarr delivers an immensely satisfying mystery, both timely and timeless, but her real magic lies in Butler and West themselves... This one will break your heart a little bit.' Dominic Nolan, author of Vine Street 'Compelling, fraught...I tore through it! Loved it.' Rachel Blok, author of The Fall 'Before you know it, you're chapters in and can't stop.' Fliss Chester, author of A Dangerous Goodbye 'A punchy and pacy police procedural with heart.' Jo Furniss, author of All The Little Children 'One of the best detective series there is. Smooth, thrilling and full of emotion... a must-read!' James Delargy, author of Vanished 'The latest Butler & West is a tense mystery packed with all of the 'will they, won't they' chemistry that I so love about this series. A triumph.' Heather Critchlow, author of Unsolved 'Excellent mystery... Reminiscent of Elly Griffith's Ruth Galloway series... will leave you wanting more.' Reader review 'This is one of the best police procedural books I've read of late. The partnership Freya and Robin have is so well done... I'm going to have to read more so I know what happens.' Reader review 'Another absolutely unputdownable case for detectives Robin Butler and Freya West. The plot is incredibly clever and twisty and kept me reading until the early hours. Can't wait for the next instalment, highly recommended!' Reader review 'Excellent. It had plenty of twists and turns and kept me guessing. I wholeheartedly recommend this series.' Reader review 'Wow, another brilliant book by this author. I stayed up well into the night last night to finish it... a great series and I can't wait for the next instalment.' Reader review 'Enthralling... This murder mystery was a thrill from beginning to end. The characters are strong and are vividly drawn. So cleverly written and the pacing was on point.' Reader review 'Love the Butler and West novels. Great writing and premise. Amazing characters. Page turner. Plenty of suspense to keep me guessing.' Reader review

The Reality Game - A gripping investigation into deepfake videos, the next wave of fake news and what it means for democracy... The Reality Game - A gripping investigation into deepfake videos, the next wave of fake news and what it means for democracy (Paperback)
Samuel Woolley
R355 R280 Discovery Miles 2 800 Save R75 (21%) Ships in 5 - 7 working days

THIS ISN'T AN EPISODE OF BLACK MIRROR. THIS. IS. THE. FUTURE. The problem of online disinformation is only getting worse. Social media may well play a role in the the US 2020 presidential election and other major political events. But that doesn't even begin to describe what future propaganda will look like. As Samuel Woolley shows, we will soon be navigating new technologies such as human-like automated voice systems, machine learning, 'deep-fake' AI-edited videos and images, interactive memes, virtual reality and augmented reality. In stories both deeply researched and compellingly written, Woolley describes this future, and explains how the technology can be manipulated, who might control it and its impact on political strategy. Finally, Woolley proposes strategic responses to this threat with the ultimate goal of empowering activists and pushing technology builders to design for democracy. We may not be able to alter how the internet was used to challenge democracy in years past but we can follow the signals to prevent manipulation in the future - and to use these powerful new tools not to control people but to empower them.

Augmented Reality - Principles and Practice (Paperback): Dieter Schmalstieg, Tobias Hollerer Augmented Reality - Principles and Practice (Paperback)
Dieter Schmalstieg, Tobias Hollerer
R1,487 R1,189 Discovery Miles 11 890 Save R298 (20%) Ships in 12 - 17 working days

Today's Comprehensive and Authoritative Guide to Augmented Reality By overlaying computer-generated information on the real world, augmented reality (AR) amplifies human perception and cognition in remarkable ways. Working in this fast-growing field requires knowledge of multiple disciplines, including computer vision, computer graphics, and human-computer interaction. Augmented Reality: Principles and Practice integrates all this knowledge into a single-source reference, presenting today's most significant work with scrupulous accuracy. Pioneering researchers Dieter Schmalstieg and Tobias Hoellerer carefully balance principles and practice, illuminating AR from technical, methodological, and user perspectives. Coverage includes Displays: head-mounted, handheld, projective, auditory, and haptic Tracking/sensing, including physical principles, sensor fusion, and real-time computer vision Calibration/registration, ensuring repeatable, accurate, coherent behavior Seamless blending of real and virtual objects Visualization to enhance intuitive understanding Interaction-from situated browsing to full 3D interaction Modeling new geometric content Authoring AR presentations and databases Architecting AR systems with real-time, multimedia, and distributed elements This guide is indispensable for anyone interested in AR, including developers, engineers, students, instructors, researchers, and serious hobbyists.

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
R330 R270 Discovery Miles 2 700 Save R60 (18%) 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

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
R381 R308 Discovery Miles 3 080 Save R73 (19%) Ships in 9 - 15 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
R299 R270 Discovery Miles 2 700 Save R29 (10%) Ships in 9 - 15 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!

Virtual Reality (Hardcover): Betsy Rathburn Virtual Reality (Hardcover)
Betsy Rathburn
R386 R298 Discovery Miles 2 980 Save R88 (23%) Ships in 9 - 15 working days
A Play of Bodies - How We Perceive Videogames (Hardcover): Brendan Keogh A Play of Bodies - How We Perceive Videogames (Hardcover)
Brendan Keogh
R967 R888 Discovery Miles 8 880 Save R79 (8%) Ships in 9 - 15 working days

An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the "hacker," representing the hegemonic, masculine gamers concerned with control and configuration; and the "cyborg," less concerned with control than with embodiment and incorporation.

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
R683 R598 Discovery Miles 5 980 Save R85 (12%) Ships in 12 - 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.

METAVERSO liberta e politica nella nuova realta (Italian, Paperback): Stefano Musu METAVERSO liberta e politica nella nuova realta (Italian, Paperback)
Stefano Musu
R235 Discovery Miles 2 350 Ships in 10 - 15 working days
Metaverso - La guida visionaria per principianti per scoprire ed investire nelle Terre Virtuali, nei giochi nella blockchain,... Metaverso - La guida visionaria per principianti per scoprire ed investire nelle Terre Virtuali, nei giochi nella blockchain, nell'arte digitale degli NFT e nelle affascinanti tecnologie del VR (Italian, Paperback)
Clark Griffin
R687 R578 Discovery Miles 5 780 Save R109 (16%) Ships in 10 - 15 working days
Virtual Reality Headsets - A Theoretical and Pragmatic Approach (Hardcover): Philippe Fuchs Virtual Reality Headsets - A Theoretical and Pragmatic Approach (Hardcover)
Philippe Fuchs
R3,982 Discovery Miles 39 820 Ships in 12 - 17 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.

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 10 - 15 working days
Greedy (German, Paperback): Gerald Arnold Wartensteiner Greedy (German, Paperback)
Gerald Arnold Wartensteiner
R252 Discovery Miles 2 520 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
R289 Discovery Miles 2 890 Ships in 10 - 15 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
R1,371 Discovery Miles 13 710 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
R557 Discovery Miles 5 570 Ships in 10 - 15 working days
Playback - A Genealogy of 1980s British Videogames (Paperback): Alex Wade Playback - A Genealogy of 1980s British Videogames (Paperback)
Alex Wade
R1,423 Discovery Miles 14 230 Ships in 10 - 15 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.

Digitale Evolution und Revolution Chance oder Risiko (German, Paperback): M Rock Digitale Evolution und Revolution Chance oder Risiko (German, Paperback)
M Rock
R246 Discovery Miles 2 460 Ships in 10 - 15 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 10 - 15 working days
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
R1,378 Discovery Miles 13 780 Ships in 10 - 15 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.

The VR Book - Human-Centered Design for Virtual Reality (Paperback): Jason Jerald The VR Book - Human-Centered Design for Virtual Reality (Paperback)
Jason Jerald
R2,265 Discovery Miles 22 650 Ships in 10 - 15 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
R963 Discovery Miles 9 630 Ships in 10 - 15 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.

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