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

Human Walking in Virtual Environments - Perception, Technology, and Applications (Hardcover, 2013): Frank Steinicke, Yon... Human Walking in Virtual Environments - Perception, Technology, and Applications (Hardcover, 2013)
Frank Steinicke, Yon Visell, Jennifer Campos, Anatole Lecuyer
R6,197 R4,891 Discovery Miles 48 910 Save R1,306 (21%) Ships in 12 - 17 working days

This book presents a survey of past and recent developments on human walking in virtual environments with an emphasis on human self-motion perception, the multisensory nature of experiences of walking, conceptual design approaches, current technologies, and applications. The use of Virtual Reality and movement simulation systems is becoming increasingly popular and more accessible to a wide variety of research fields and applications. While, in the past, simulation technologies have focused on developing realistic, interactive visual environments, it is becoming increasingly obvious that our everyday interactions are highly multisensory. Therefore, investigators are beginning to understand the critical importance of developing and validating locomotor interfaces that can allow for realistic, natural behaviours. The book aims to present an overview of what is currently understood about human perception and performance when moving in virtual environments and to situate it relative to the broader scientific and engineering literature on human locomotion and locomotion interfaces. The contents include scientific background and recent empirical findings related to biomechanics, self-motion perception, and physical interactions. The book also discusses conceptual approaches to multimodal sensing, display systems, and interaction for walking in real and virtual environments. Finally, it will present current and emerging applications in areas such as gait and posture rehabilitation, gaming, sports, and architectural design.

Avatars at Work and Play - Collaboration and Interaction in Shared Virtual Environments (Hardcover, 2006 ed.): Ralph Schroeder,... Avatars at Work and Play - Collaboration and Interaction in Shared Virtual Environments (Hardcover, 2006 ed.)
Ralph Schroeder, Ann-Sofie Axelsson
R4,460 Discovery Miles 44 600 Ships in 12 - 17 working days

Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, a ~The Social Life of Avatarsa (TM), which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both a ~worka (TM) and a ~playa (TM), the volume brings together issues common to the two areas, including:

What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?

Avatars at Work and Play will be required reading for computer scientists and social scientists who are researching and developing virtual worlds. It will be useful on courses in New Media and human-computer interaction

Sega Dreamcast: Collected Works (Hardcover): Simon Parkin Sega Dreamcast: Collected Works (Hardcover)
Simon Parkin
R854 Discovery Miles 8 540 Ships in 12 - 17 working days

The definitive history of the cult games console, produced in collaboration with Sega. This large format, deluxe hardback features a dazzling collection of never-before-published materials and specially commissioned editorial, offering unprecedented insight into the creation of Sega's last console and its celebrated library of games. A follow-on publication to our acclaimed 2014 release, Sega Mega Drive/Genesis: Collected Works, the book features a rich variety of content: manufacturing prototypes, stunning photography of rare hardware, game development materials, and peerlessly printed game imagery. Accompanying a cache of visual material gleaned from Sega's archives, is an in-depth, interview-led editorial piece by New Yorker contributing writer Simon Parkin. Featuring contributions from Yu Suzuki (Shenmue), Masayoshi Kikuchi (Jet Set Radio/Jet Grind Radio), Naoto Ohshima (Sonic Adventure) and Tetsuya Mizuguchi (Space Channel 5, Rez), this revealing retrospective sheds new light on this pivotal era for SEGA and chronicles the rise and fall of this lauded videogame console.

Virtual Reality Systems for Business (Hardcover): Robert J Thierauf Virtual Reality Systems for Business (Hardcover)
Robert J Thierauf
R2,710 Discovery Miles 27 100 Ships in 10 - 15 working days

Virtual reality--one of the most advanced and exciting technologies to emerge in recent decades--offers businesspeople a new way to grasp information and use it quickly and effectively. By literally experiencing information in an artificially created computer generated world instead of reading, hearing, or viewing it on a screen, businesspeople can get information in a way that has proved most successful and most natural for humans. The result is saved time and money, savings that are essential to any enterprise if it is to survive and prosper in today's fast-paced, competitive business environment. The first book to explore virtual reality strictly for businesspeople, Virtual Reality Systems in Business provides essential information not only on theory and the scientific underpinnings of this new technology, but also on its methods, purposes, and day-to-day applications.

Readers will learn how virtual reality applies to retailing, marketing, design, manufacturing, accounting, finance, training, human resource management, and other functions critical to the operations of any organization, public or private. They will learn the types of hardware and software currently available to develop the virtual worlds they need in their specific organizations, and how to procure them from vendors. Also covered are the methodologies by which computer professionals can develop their own virtual reality systems, and the relationship between virtual reality systems and computer databases and data communications. Explained too is the basic framework underlying business-oriented virtual reality systems and how these systems tie in with nonbusiness oriented systems. A major contribution to our understanding of today's technologies and the benefits that will accrue from them in years to come.

Virtual Reality: Applications and Developments (Hardcover): Josh Creel Virtual Reality: Applications and Developments (Hardcover)
Josh Creel
R2,402 Discovery Miles 24 020 Ships in 12 - 17 working days
Augmented Reality and Virtual Reality - Empowering Human, Place and Business (Hardcover, 1st ed. 2018): Timothy Jung, M.... Augmented Reality and Virtual Reality - Empowering Human, Place and Business (Hardcover, 1st ed. 2018)
Timothy Jung, M. Claudia Tom Dieck
R6,516 Discovery Miles 65 160 Ships in 12 - 17 working days

This volume provides the latest outcomes of augmented reality (AR) and virtual reality (VR) research conducted in various industries. It reveals how AR and VR are currently changing the business landscape, and how new innovations provide opportunities for businesses to offer their customers unique services and experiences. Collecting the proceedings of the International AR & VR Conference held in Manchester, UK, in February 2017, the book advances the state of the art in AR and VR technologies and their applications in various industries such as tourism, hospitality, events, fashion, entertainment, retail, education and the gaming industry. The papers presented here cover the most significant topics within the field of AR and VR for both researchers and practitioners, approaching them from a business and management perspective.

Dragon Seed - A LitRPG Dragonrider Adventure (Hardcover): James Osiris Baldwin Dragon Seed - A LitRPG Dragonrider Adventure (Hardcover)
James Osiris Baldwin
R749 Discovery Miles 7 490 Ships in 10 - 15 working days
Reproduction of Tactual Textures - Transducers, Mechanics and Signal Encoding (Hardcover, 2013 ed.): Michael Wiertlewski Reproduction of Tactual Textures - Transducers, Mechanics and Signal Encoding (Hardcover, 2013 ed.)
Michael Wiertlewski
R3,282 Discovery Miles 32 820 Ships in 12 - 17 working days

Texture accounts for an important part of the realism of simulated experiences, and it is most certainly true during tactile interaction. We usually experience roughness by running our fingers onto the explored surface. The perception of this fine texture is mediated by the vibrations generated by the encounters of the skin and the asperities of the surfaces. Reproduction of Tactual Textures presents factors that contribute to the mechanics of the interaction between a bare finger and a surface with a view to their artificial reproduction. It discusses the recording and reproduction of tactual textures, and analyses a case study of the development of a device able to record the vibratory signal from a fingertip sliding over a textured surface. The same device is then used in a reverse way to render those previously measured signals to the user's fingertip. These developments open new questions about the biomechanical properties of the skin and their relation to perception. The second half of Reproduction of Tactual Textures focuses on the implication of the dynamic parameters of the skin onto rendering performance, and it concludes with a study on the important features that are present in the vibratory signal and their relation to texture perception. This state-of-the-art volume highlights the importance of the mechanics and biomechanics during the haptic exploration of surfaces and their possible contribution to perception. Collectively, the findings reported are pertinent to many applications, including robotic perception and the design of effective virtual reality systems.

The Bright Court (Hardcover): Anthea Sharp The Bright Court (Hardcover)
Anthea Sharp
R831 Discovery Miles 8 310 Ships in 12 - 17 working days
Virtual Applications - Applications with Virtual Inhabited 3D Worlds (Hardcover, 2004 ed.): Peter B. Andersen, Lars Qvortrup Virtual Applications - Applications with Virtual Inhabited 3D Worlds (Hardcover, 2004 ed.)
Peter B. Andersen, Lars Qvortrup
R2,941 Discovery Miles 29 410 Ships in 10 - 15 working days

3D Virtual Applications: Applications with Virtual Inhabited 3D Worlds deals with the use of virtual inhabited 3D spaces in different domains of society. (Other volumes deal with interaction, production methodology and space.) From focusing on virtual reality (a reality into which users and objects from the real world should be moved) we are increasingly focusing on augmented reality (i.e. on moving computers out into the reality of real users, objects and activities). This book deals with the use of virtual inhabited 3D spaces in both contexts. Based on the structuring of the application domains, this book looks at the use of VR and augmented reality in the following major application domains:

- Production oriented applications - use of VR and augmented reality for control of complex production plants, for navigation support (ships, cars, aeroplanes) and for support of collaborative work processes

- Communication support applications - virtual spaces are used for supporting communication in learning environments and for support of organisational communication. Also virtual spaces are used for supporting the navigation of people in public spaces, i.e. as maps, planning tools

- Scientific applications - use of 3D models for medical research; use of dynamic models for representation of abstract concepts and ideas (data-mining applications); use of dynamic 3D models for simulating biological or social processes

- Artistic and cultural applications - the construction of stages representing concepts and/or emotions

Esports and the Media - Challenges and Expectations in a Multi-Screen Society (Hardcover): Angel Torres-Toukoumidis Esports and the Media - Challenges and Expectations in a Multi-Screen Society (Hardcover)
Angel Torres-Toukoumidis
R1,500 Discovery Miles 15 000 Ships in 9 - 15 working days

This book takes a multidisciplinary approach to the question of esports and their role in society A diverse group of authors tackle the impact of esports and the ways in which it has grown within the entertainment industry around the world. Chapters offer a coherent response to the following questions: What role do esports play in the entertainment industry? What communication skills can be learned through esports? What do the media gain from broadcasting esports? What is the relationship between social networks and esports? What are the main marketing strategies used in esports? What effect does communicative globalization have on the development of esports? What is the relationship between merchandising and esports? What do communication experts think about esports? Offering clear insights into this rapidly developing area, this volume will be of great interest to scholars, students, and anyone working in game studies, new media, leisure, sport studies, communication studies, transmedia literacy, and digital culture

Advances in Modelling, Animation and Rendering (Hardcover, 2002 ed.): John Vince, Rae Earnshaw Advances in Modelling, Animation and Rendering (Hardcover, 2002 ed.)
John Vince, Rae Earnshaw
R5,559 Discovery Miles 55 590 Ships in 10 - 15 working days

"Advances in computer technology and developments such as the Internet provide a constant momentum to design new techniques and algorithms to support computer graphics. Modelling, animation and rendering remain principal topics in the filed of computer graphics and continue to attract researchers around the world." This volume contains the papers presented at Computer Graphics International 2002, in July, at the University of Bradford, UK. These papers represent original research in computer graphics from around the world and cover areas such as:- Real-time computer animation - Image based rendering - Non photo-realistic rendering - Virtual reality - Avatars - Geometric and solid modelling - Computational geometry - Physically based modelling - Graphics hardware architecture - Data visualisation - Data compression The focus is on the commercial application and industrial use of computer graphics and digital media systems.

Cases on Immersive Virtual Reality Techniques (Hardcover): Kenneth C. C Yang Cases on Immersive Virtual Reality Techniques (Hardcover)
Kenneth C. C Yang
R5,630 Discovery Miles 56 300 Ships in 10 - 15 working days

As virtual reality approaches mainstream consumer use, new research and innovations in the field have impacted how we view and can use this technology across a wide range of industries. Advancements in this technology have led to recent breakthroughs in sound, perception, and visual processing that take virtual reality to new dimensions. As such, research is needed to support the adoption of these new methods and applications. Cases on Immersive Virtual Reality Techniques is an essential reference source that discusses new applications of virtual reality and how they can be integrated with immersive techniques and computer resources. Featuring research on topics such as 3D modeling, cognitive load, and motion cueing, this book is ideally designed for educators, academicians, researchers, and students seeking coverage on the applications of collaborative virtual environments.

Virtual Environments in Clinical Psychology and Neuroscience - Methods and Techniques in Advanced Patient-therapist Interaction... Virtual Environments in Clinical Psychology and Neuroscience - Methods and Techniques in Advanced Patient-therapist Interaction (Hardcover)
G. Riva, B.K. Wiederhold, E. Molinari
R2,072 Discovery Miles 20 720 Ships in 12 - 17 working days

Virtual Reality (VR) offers the potential to develop human testing and training environments that allow for the precise control of complex stimulus presentations in which human cognitive and functional performance can be accurately assessed and rehabilitated. However, basic feasibility and human issues need to be addressed in order for this technology to be reasonably and efficiently applied in clinical psychology. The book, written in a scholarly style, will provide rationales for virtual reality's applicability in clinical psychology. We will review the relevant literature regarding theoretical and pragmatic issues for these applications, and provide a description of ongoing work developed world-wide. The topics directly involve critical issues for clinicians, designers and users, and will be discussed with scientific competence without neglecting clarity and empirical cases with suggestions for actual use. The book is divided in three main sections: VR in clinical psychology: opportunities and challenges, VR in treatment of phobias and VR in clinical assessment and therapy.

Virtual Reality, Empathy and Ethics (Hardcover, 1st ed. 2021): Matthew Cotton Virtual Reality, Empathy and Ethics (Hardcover, 1st ed. 2021)
Matthew Cotton
R1,893 Discovery Miles 18 930 Ships in 12 - 17 working days

This book examines the ethics of virtual reality (VR) technologies. New forms of virtual reality are emerging in society, not just from low-cost gaming headsets, or augmented reality apps on phones, but from simulated "deep fake" images and videos on social media. This book subjects the new VR technological landscape to ethical scrutiny: assessing the benefits, risks and regulatory practices that shape it. Though often associated with gaming, education and therapy, VR can also be used for moral enhancement. Journalists, artists, philanthropic and non-governmental organisations are using VR films, games and installations to stimulate user empathy to marginalised peoples through a combination of immersion, embodiment and persuasion. This book critically assesses the use of VR for empathy arousal and pro-social behaviour change, culminating in the development of a VR "ethical tool" - a device to facilitate reflective ethical judgement. Drawing upon the pragmatist philosophy of John Dewey, virtual reality is reshaped as "dramatic rehearsal". This book explains how a combination of immersive environment-building, moral imagination, choice architecture and reflective engagement can stimulate a future-focused and empathic ethics for users of the technology.

The Sense of Touch and Its Rendering - Progress in Haptics Research (Hardcover, 2008 ed.): Antonio Bicchi, Martin Buss, Marc O.... The Sense of Touch and Its Rendering - Progress in Haptics Research (Hardcover, 2008 ed.)
Antonio Bicchi, Martin Buss, Marc O. Ernst, Angelika Peer
R4,402 Discovery Miles 44 020 Ships in 10 - 15 working days

"Sense of Touch and its Rendering" presents a unique and interdisciplinary approach highlighting the field of haptic research from a neuropsychological as well as a technological point of view. This edited book is the outcome of the TOUCH-HapSys European research project and provides an important contribution towards a new generation of high-fidelity haptic display technologies. The book is structured in two parts: A. Fundamental Psychophysical and Neuropsychological Research and B. Technology and Applications. The two parts are not however separated, and the many connections and synergies between the two complementary domains of research are highlighted in the text. The eleven chapters discuss the recent advances in the study of human haptic (kinaesthetic, tactile, temperature) and multimodal (visual, auditory, haptic) perception mechanisms. Besides the theoretical advancement, the contributions survey the state of the art in the field, report a number of practical applications to real systems, and discuss possible future developments.

Medicine Meets Virtual Reality 16 - Parallel, Combinatorial, Convergent: Nextmed by Design (Hardcover, Illustrated Ed): J.D.... Medicine Meets Virtual Reality 16 - Parallel, Combinatorial, Convergent: Nextmed by Design (Hardcover, Illustrated Ed)
J.D. Westwood, Randy S. Haluck, Helene M. Hoffman, Greg T. Mogel, R. Phillips, …
R4,158 Discovery Miles 41 580 Ships in 12 - 17 working days

We humans are tribal, grouping ourselves by a multitude of criteria: physical, intellectual, political, emotional, etc. The Internet and its auxiliary technologies have enabled a novel dimension in tribal behavior during our recent past. This growing connectivity begs the question: Will individuals and their communities come together to solve some very urgent global problems? At MMVR, we explore ways to harness information technology to solve healthcare problems - and in the industrialized nations we are making progress. In the developing world however, things are more challenging. Massive urban poverty fuels violence and misery. Will global networking bring a convergence of individual and tribal problem-solving? Recently, a barrel-shaped water carrier that rolls along the ground was presented, improving daily life for many people. Also the One Laptop per Child project is a good example of how the industrialized nations can help the developing countries. They produce durable and simple laptops which are inexpensive to produce. At MMVR, we focus on cutting-edge medical technology, which is generally pretty expensive. While the benefits of innovation trickle downward, from the privileged few to the broader masses, we should expand this trickle into a flood. Can breakthrough applications in stimulation, visualization, robotics, and informatics engender tools as ingeniously as the water carrier or laptop? With some extra creativity, we can design better healthcare for the developing world too.

The VR Book - Human-Centered Design for Virtual Reality (Hardcover): Jason Jerald The VR Book - Human-Centered Design for Virtual Reality (Hardcover)
Jason Jerald
R2,823 Discovery Miles 28 230 Ships in 10 - 15 working days

Virtual reality (VR) can provide our minds with direct access to digital media in a way that seemingly has no limits. However, creating compelling VR experiences is an incredibly complex challenge. When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world. When VR is done badly, not only is the system frustrating to use, but it can result in sickness. There are many causes of bad VR; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses these issues by emphasizing the human element of VR. The fact is, if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, the first implementation is rarely novel and almost never ideal due to the complex nature of VR and the countless possibilities that can be created. The VR principles discussed in this book will enable readers to intelligently experiment with the rules and iteratively design towards innovative experiences.

Social Simulation - Technologies, Advances and New Discoveries (Hardcover): Bruce Edmonds, Cesareo Hernandez, Klaus G. Troitzsch Social Simulation - Technologies, Advances and New Discoveries (Hardcover)
Bruce Edmonds, Cesareo Hernandez, Klaus G. Troitzsch
R4,859 Discovery Miles 48 590 Ships in 10 - 15 working days

This text compiles research from a vibrant social simulation community of researchers who have developed unique and innovative approaches to social simulation.

User Interface Design for Virtual Environments - Challenges and Advances (Hardcover): Badrul H. Khan User Interface Design for Virtual Environments - Challenges and Advances (Hardcover)
Badrul H. Khan
R4,720 Discovery Miles 47 200 Ships in 10 - 15 working days

The design of various virtual environments should be based on the needs of a diverse population of users around the globe. Interface design should be user centric and should strive for making the user's interaction as simple, meaningful, and efficient as possible. User Interface Design for Virtual Environments: Challenges and Advances focuses on challenges that designers face in creating interfaces for users of various virtual environments. Chapters included in this book address various critical issues that have implications for user interface design from a number of different viewpoints. This book is written for professionals who want to improve their understanding of challenges associated with user interface design issues for globally-dispersed users in various virtual environments.

Exploring Virtuality Within and Beyond Organizations - Social, Global and Local Dimensions (Hardcover): N. Panteli, M. Chiasson Exploring Virtuality Within and Beyond Organizations - Social, Global and Local Dimensions (Hardcover)
N. Panteli, M. Chiasson
R1,858 Discovery Miles 18 580 Ships in 10 - 15 working days

In recent years, there has been much interest in the "virtual"--teams, organizations and communities--in management, research and practice. As technology and social practices change we have more opportunity toexperience different forms of virtuality, and in the process our understanding and conception of virtuality changes.

Virtual Reality: A Broader Perspective of Human-Computer Synergy (Hardcover): Josh Creel Virtual Reality: A Broader Perspective of Human-Computer Synergy (Hardcover)
Josh Creel
R2,835 Discovery Miles 28 350 Ships in 12 - 17 working days
Computer Vision - Applications of Visual AI and Image Processing (Hardcover): Pancham Shukla, Rajanikanth Aluvalu, Shilpa Gite,... Computer Vision - Applications of Visual AI and Image Processing (Hardcover)
Pancham Shukla, Rajanikanth Aluvalu, Shilpa Gite, Uma Maheswari
R4,525 Discovery Miles 45 250 Ships in 12 - 17 working days

This book focuses on the latest developments in the fields of visual AI, image processing and computer vision. It shows research in basic techniques like image pre-processing, feature extraction, and enhancement, along with applications in biometrics, healthcare, neuroscience and forensics. The book highlights algorithms, processes, novel architectures and results underlying machine intelligence with detailed execution flow of models.

Sonic Interactions in Virtual Environments (Hardcover, 1st ed. 2023): Michele Geronazzo, Stefania Serafin Sonic Interactions in Virtual Environments (Hardcover, 1st ed. 2023)
Michele Geronazzo, Stefania Serafin
R1,454 R879 Discovery Miles 8 790 Save R575 (40%) Ships in 12 - 17 working days

This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments.

Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds (Hardcover, 2001 ed.): E. Granum Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds (Hardcover, 2001 ed.)
E. Granum; Edited by Lars Qvortrup; Edited by (associates) B. Holmqvist, S. Kolstrup, K. Halskov Madsen
R4,467 Discovery Miles 44 670 Ships in 12 - 17 working days

Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds answers the basic research questions involved in the development of user-friendly interfaces, such as:
* How does one navigate in and with a virtual inhabited three-dimensional world?
* How can the virtual world and the interface be part of the same world?
* How can the use of these interfaces be supported by implicit narrative structures?
* How can the autonomous agents function as assistants to the end-user?
* How can the current--what you see is what you get--be replaced by What you want is what you get:?
Containing the edited research papers resulting from an ambitious, cross-disciplinary research project, this volume examines the core activity of interfaces: interaction. It takes the reader all the way from general theories and conceptualizations of interaction aspects of virtual inhabited 3D worlds, through theories of and methods for the design of autonomous agents, ending in specific design methodology considerations and suggestions for management in the multimedia industry.

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