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

Virtual Reality Systems for Business (Hardcover): Robert J Thierauf Virtual Reality Systems for Business (Hardcover)
Robert J Thierauf
R2,578 Discovery Miles 25 780 Ships in 18 - 22 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
R2,599 R2,367 Discovery Miles 23 670 Save R232 (9%) Ships in 18 - 22 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
R2,794 Discovery Miles 27 940 Ships in 18 - 22 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

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
R5,264 Discovery Miles 52 640 Ships in 18 - 22 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
R5,333 Discovery Miles 53 330 Ships in 18 - 22 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.

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
R4,603 Discovery Miles 46 030 Ships in 18 - 22 working days

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

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
R4,172 Discovery Miles 41 720 Ships in 18 - 22 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.

The Bright Court (Hardcover): Anthea Sharp The Bright Court (Hardcover)
Anthea Sharp
R809 Discovery Miles 8 090 Ships in 18 - 22 working days
Cyberseduction - Reality in the Age of Psychotechnology (Hardcover): Jeri Fink Cyberseduction - Reality in the Age of Psychotechnology (Hardcover)
Jeri Fink
R780 R629 Discovery Miles 6 290 Save R151 (19%) Ships in 10 - 15 working days

Born from today's evolutionary psychology and its studies of developing human behavior and emotions is the radical new concept from psychotherapist Jeri Fink that virtual reality has been with us since humans first walked the earth and has only been heightened by today's technology. Psychologically, humans are "wired" to crave experiences beyond our daily existence. From the cave dweller's fireside stories of slaying massive beasts and the Elizabethan experience of Shakespeare's tragedies to today's blockbuster disaster movies and, most importantly, interactive computer communication, we have always lived in a "virtual" culture.
The brilliant visionary founder of "psychotechnology," an inquiry into the merging of psychology and technology, Dr. Fink is a leading mental health expert in the use of virtual applications in clinical practice. Cyberseduction: Reality in the Age of Psychotechnology places the ideas of cyberspace and virtual reality into the historical context of human perception and experience across the ages.
From a biological perspective, Dr. Fink explains how and why people are seduced by many virtual realities, both simple and complex, and compares our respective experiences of reality and virtuality, showing how humanity has adapted and evolved. As humanity seeks to further meld itself with machines, the line between illusion and reality is increasingly blurred.
Dr. Fink discusses her groundbreaking theory of manufactured reality by using specific types of virtualities: religion, sex, the media, and other aspects of daily living. She also considers the effects of new computer software and the internet, where anonymous individuals can become and experience almost anything they choose.
Cyberseduction is a fascinating exploration of the psychology of digital culture.

The Oxford Handbook of Virtuality (Hardcover, New): Mark Grimshaw The Oxford Handbook of Virtuality (Hardcover, New)
Mark Grimshaw
R4,714 Discovery Miles 47 140 Ships in 10 - 15 working days

As this comprehensive and multi-disciplinary anthology makes clear, virtuality has a pedigree that pre-dates the computer age and modern virtual worlds, a pedigree that can be traced back to classical mythology and beyond. Equally, the concept of virtuality is not the province of one field of study alone but is the foundation and driving force of many, both theoretical and applied. Our conceptualizations and applications of virtuality are multiple, as is shown across the nine sections of the book that move from philosophy to technologies and applications before returning to philosophy again for a discussion of the utopias and dystopias of virtuality. The almost 50 essays contained within range freely across subjects that include the potential of virtuality, ethics, virtuality and self, presence and immersion, virtual emotions, image, sound and literature, computer games, AI and A-Life, Augmented Reality and Real Virtuality, law and economics, medical and military applications, religion, and cybersex. Throughout, contributors discuss differences between virtuality, reality, and actuality, in debates filtered through the lenses of the disciplines represented here, and speculate on future directions. It is not at all clear that there are differences and, if such distinctions are to be found, the boundaries between virtuality, reality, and actuality continually shift as ideas, modes of organization, and behaviors constantly flow from one to the other regardless of direction. The Handbook presents no unified definition of virtuality to comfort the reader, rather a multiplicity of questions and approaches underpinned by provocative statements that should further fuel the debates surrounding our notions of virtuality.

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
R4,472 Discovery Miles 44 720 Ships in 18 - 22 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.

Virtual Reality: A Broader Perspective of Human-Computer Synergy (Hardcover): Josh Creel Virtual Reality: A Broader Perspective of Human-Computer Synergy (Hardcover)
Josh Creel
R3,025 R2,740 Discovery Miles 27 400 Save R285 (9%) Ships in 18 - 22 working days
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
R4,257 Discovery Miles 42 570 Ships in 18 - 22 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.

Haptics for Virtual Reality and Teleoperation (Hardcover, 2012 ed.): Matjaz Mihelj, Janez Podobnik Haptics for Virtual Reality and Teleoperation (Hardcover, 2012 ed.)
Matjaz Mihelj, Janez Podobnik
R2,662 Discovery Miles 26 620 Ships in 18 - 22 working days

This book covers all topics relevant for the design of haptic interfaces and teleoperation systems. The book provides the basic knowledge required for understanding more complex approaches and more importantly it introduces all issues that must be considered for designing efficient and safe haptic interfaces. Topics covered in this book provide insight into all relevant components of a haptic system.
The reader is guided from understanding the virtual reality concept to the final goal of being able to design haptic interfaces for specific tasks such as nanomanipulation.

The introduction chapter positions the haptic interfaces within the virtual reality context. In order to design haptic interfaces that will comply with human capabilities at least basic understanding of human sensors-motor system is required. An overview of this topic is provided in the chapter related to human haptics. The book does not try to introduce the state-of-the-art haptic interface solutions because these tend to change quickly. Only a careful selection of different kinematic configurations is shown to introduce the reader into this field.
Mathematical models of virtual environment, collision detection and force rendering topics are strongly interrelated and are described in the next two chapters. The interaction with the virtual environment is simulated with a haptic interface. Impedance and admittance based approaches to haptic robot control are presented. Stability issues of haptic interaction are analyzed in details and solutions are proposed for guaranteeing stable and safe operation. Finally, haptic interaction is extended to teleoperation systems. Virtual fixtures which improve the teleoperation and human-robot cooperation in complex environments are covered next and the last chapter presents nanomanipulation as one specific example of teleoperation.

Fundamentals of Wearable Computers and Augmented Reality (Paperback): Woodrow Barfield, Thomas Caudell Fundamentals of Wearable Computers and Augmented Reality (Paperback)
Woodrow Barfield, Thomas Caudell
R3,458 R2,982 Discovery Miles 29 820 Save R476 (14%) Ships in 10 - 15 working days

"Fundamentals of Wearable Computers and Augmented Reality" presents a broad coverage of the technologies and interface design issues associated with wearable computers and augmented reality displays both rapidly developing fields in computer science, engineering, and human interface design. This book presents concepts related to the use and underlying technologies of augmented reality and wearable computer systems. There are many application areas for this technology, such as medicine, manufacturing, training, and recreation. Wearable computers will allow a much closer association of information with the user than is possible with traditional desktop computers.
This book addresses an important aspect of wearable computers and augmented reality, either from the conceptual or from an application framework. Given the wide coverage of topics on issues related to the display of computer-generated images in the environment, this book can be used as a text for computer science, computer engineering, and interface design courses.

Dragon Seed - A LitRPG Dragonrider Adventure (Hardcover): James Osiris Baldwin Dragon Seed - A LitRPG Dragonrider Adventure (Hardcover)
James Osiris Baldwin
R726 Discovery Miles 7 260 Ships in 18 - 22 working days
Gamification for Tourism (Paperback): Feifei Xu, Dimitrios Buhalis Gamification for Tourism (Paperback)
Feifei Xu, Dimitrios Buhalis
R1,154 Discovery Miles 11 540 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.

Binaural and Spatial Hearing in Real and Virtual Environments (Hardcover): Robert Gilkey, Timothy R. Anderson Binaural and Spatial Hearing in Real and Virtual Environments (Hardcover)
Robert Gilkey, Timothy R. Anderson
R5,285 Discovery Miles 52 850 Ships in 10 - 15 working days

The current popular and scientific interest in virtual environments has provided a new impetus for investigating binaural and spatial hearing. However, the many intriguing phenomena of spatial hearing have long made it an exciting area of scientific inquiry. Psychophysical and physiological investigations of spatial hearing seem to be converging on common explanations of underlying mechanisms. These understandings have in turn been incorporated into sophisticated yet mathematically tractable models of binaural interaction. Thus, binaural and spatial hearing is one of the few areas in which professionals are soon likely to find adequate physiological explanations of complex psychological phenomena that can be reasonably and usefully approximated by mathematical and physical models. This volume grew out of the Conference on Binaural and Spatial Hearing, a four-day event held at Wright-Patterson Air Force Base in response to rapid developments in binaural and spatial hearing research and technology. Meant to be more than just a proceedings, it presents chapters that are longer than typical proceedings papers and contain considerably more review material, including extensive bibliographies in many cases. Arranged into topical sections, the chapters represent major thrusts in the recent literature. The authors of the first chapter in each section have been encouraged to take a broad perspective and review the current state of literature. Subsequent chapters in each section tend to be somewhat more narrowly focused, and often emphasize the authors' own work. Thus, each section provides overview, background, and current research on a particular topic. This book is significant in that it reviews the important work during the past 10 to 15 years, and provides greater breadth and depth than most of the previous works.

Virtual Community Participation and Motivation - Cross-Disciplinary Theories (Hardcover, New): Honglei Li Virtual Community Participation and Motivation - Cross-Disciplinary Theories (Hardcover, New)
Honglei Li
R4,503 Discovery Miles 45 030 Ships in 18 - 22 working days

With the power to gather people with similar interests together, virtual communities have gained attention by not only practitioners, but researchers, as well. Virtual Community Participation and Motivation: Cross-Disciplinary Theories offers in-depth coverage of state-of-the-art research on virtual community participation. This book appeals to those interested not only in virtual communities, but also in virtual worlds, virtual teams, and even online shopping. Virtual community researchers, as well as researchers from diverse fields--computer science, information systems, psychology, sociology, and telecommunications--will find valuable motivation theories discussed in this book.

In Search of the Virtual Class - Education in an Information Society (Hardcover): Lalita Rajasingham, John Tiffin In Search of the Virtual Class - Education in an Information Society (Hardcover)
Lalita Rajasingham, John Tiffin
R5,476 Discovery Miles 54 760 Ships in 10 - 15 working days

'Shirley zips into her skin-tight school uniform, which on the outside looks something like a ski suit. The lining of the suit in fact contains cabling that makes the suit a communication system and there are pressure pads where the suit touches skin that give a sense of touch. Next, she sits astride something that is a bit like a motorbike, except that it has no wheels and is attached firmly to the floor. Her feet fit on to something similar to a brake and accelerator and her gloved hands hold onto handlebars. She shouts, "I'm off to school, Dad". Her father, who is taking time out from his teleworking, begins to remind her that the family are going teleshopping in the virtual city later in the day, but it is too late, his daughter has already donned her school helmet. She is no longer in the real world of her real home, she is in the virtual world of her virtual school.' Is this the shape of the future of education? This book presents a vision of what will happen to education and training as information technology develops. The argument is simple. To prepare people for life in an information society they need to be taught with the technology of an information society. But what shape will that take? Can the classroom as we know it - a communications system which has been in place for four thousand years - be replaced? The authors argue that through the development of telecommunications for telelearning a genuine revolution in education is in the making. The book describes how, through the convergence of a cluster of new technologies including virtual reality, artificial intelligence, nanotechnology and the superhighways of telecommunications, a new educational paradigm will emerge in the form of a virtual class. Teachers, trainers and educators who worry about how best to prepare students for life in an ever-changing world will find much inspiration in this engagingly written and jargon-free book

Distributed Virtual Worlds - Foundations and Implementation Techniques Using VRML, Java, and CORBA (Hardcover, 2001 ed.):... Distributed Virtual Worlds - Foundations and Implementation Techniques Using VRML, Java, and CORBA (Hardcover, 2001 ed.)
Stephan Diehl
R1,501 Discovery Miles 15 010 Ships in 18 - 22 working days

With the widespread use of VRML browsers, e.g., as part of the Netscape and Internet Explorer standard distributions, everyone connected to the Internet can directly enter a virtual world without installing a new kind of software. The VRML technology offers the basis for new forms of customer service such as interactive three-dimensional product configuration, spare part ordering, or customer training. Also, this technology can be used for CSCW in intranets.The reader should be familiar with programming languages and computers and, in particular, should know Java or at least an object-oriented programming language. The book not only provides and explains source code, which can be used as a starting point for own implementations, but it also describes the fundamental problems and how currently known solutions work. It discusses a variety of different techniques and trade-offs. Many illustrations help the reader to understand and memorize the underlying principles.

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
R6,208 Discovery Miles 62 080 Ships in 18 - 22 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.

The Dark Realm (Hardcover): Anthea Sharp The Dark Realm (Hardcover)
Anthea Sharp
R820 Discovery Miles 8 200 Ships in 18 - 22 working days
Virtual Reality Technology and Applications (Hardcover, 2014 ed.): Matjaz Mihelj, Domen Novak, Samo Begus Virtual Reality Technology and Applications (Hardcover, 2014 ed.)
Matjaz Mihelj, Domen Novak, Samo Begus
R3,342 Discovery Miles 33 420 Ships in 10 - 15 working days

As virtual reality expands from the imaginary worlds of science fiction and pervades every corner of everyday life, it is becoming increasingly important for students and professionals alike to understand the diverse aspects of this technology. This book aims to provide a comprehensive guide to the theoretical and practical elements of virtual reality, from the mathematical and technological foundations of virtual worlds to the human factors and the applications that enrich our lives: in the fields of medicine, entertainment, education and others. After providing a brief introduction to the topic, the book describes the kinematic and dynamic mathematical models of virtual worlds. It explores the many ways a computer can track and interpret human movement, then progresses through the modalities that make up a virtual world: visual, acoustic and haptic. It explores the interaction between the actual and virtual environments, as well as design principles of the latter. The book closes with an examination of different applications, focusing on augmented reality as a special case. Though the content is primarily VR-related, it is also relevant for many other fields.

Virtual Space - Spatiality in Virtual Inhabited 3D Worlds (Hardcover, 2002 ed.): Lars Qvortrup Virtual Space - Spatiality in Virtual Inhabited 3D Worlds (Hardcover, 2002 ed.)
Lars Qvortrup; Edited by (associates) J.F. Jensen, E. Kjems, N. Lehmann, C. Madsen
R4,188 Discovery Miles 41 880 Ships in 18 - 22 working days

Containing the edited research papers resulting from an ambitious, cross-disciplinary research project, this volume examines the spatiality of virtual inhabited 3D worlds - virtual reality and cyberspace. (Three other volumes look at Interaction, Staging and Methodology.) It is about the communication spaces emerging at the Internet and supported by special 3D interfaces. It is also about the virtual spaces created by virtual reality hardware (CAVEs, panoramic screens, head mounted display systems etc.) and software.Virtual Space: Spatiality in Virtual Inhabited 3D Worlds is interdisciplinary. It deals with philosophical, psychological, communicational, technological and aesthetic aspects of space. While philosophy raises the question concerning the ontology of space - what is space - psychology deals with our perception of space. Communication theory looks at the way in which space supports communication (i.e. that space is a medium for communication), and finally aesthetic analyses exemplify the use of virtual space in virtual cities, in museums and in art.

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