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

eGods - Faith versus Fantasy in Computer Gaming (Hardcover): William Sims Bainbridge eGods - Faith versus Fantasy in Computer Gaming (Hardcover)
William Sims Bainbridge
R3,307 Discovery Miles 33 070 Ships in 10 - 15 working days

William Bainbridge takes an in-depth look at the fantasy religions that exist in 34 different massively multiplayer online roleplaying games. He categorizes the religions, noting similarities across the games. He points, for instance, to the prevalence of polytheism: a system which, Bainbridge argues, can function as an effective map of reality in which each deity personifies a concept. Religions are as much about conceptualizing the self as conceptualizing the sacred. Most games allow the players to have multiple avatars, an idea Bainbridge likens to contemporary scientific ideas about personality. He also focuses on sacred spaces; the prevalence of magic and its relationship to the computer program and programmer; the fostering of a tribal morality by both religion and rules programmed into the game; the rise of cults and belief systems within the game worlds (and how this relates to social science theories of cult formation in the real world); and, of course, how the gameworld religions depict death. As avatars are immortal, death is merely a minor setback in most games. At the same time, much of the action in some gameworlds centers on the issue of mortality and the problematic nature of resurrection. Bainbridge contends that gameworlds are giving us a new perspective on the human quest, one that combines the arts and simulates most aspects of real life. The quests in gameworlds also provide meaning for human action, in terms of narratives about achieving goals by overcoming obstacles. Perhaps meaning does not naturally exist in our universe, but must be created by us, both in our fantasies and in day-to-day life. Like the games analyzed in this book, he says, traditional religions are fantasies that should be respected as works of art in a future civilization of disbelief.

Videogame Atlas - Mapping Interactive Worlds (Hardcover): Luke Caspar Pearson, Sandra Youkhana Videogame Atlas - Mapping Interactive Worlds (Hardcover)
Luke Caspar Pearson, Sandra Youkhana; Foreword by Marie Foulston
R1,010 Discovery Miles 10 100 Ships in 10 - 15 working days

A dazzling look at modern videogame worlds seen through an architectural lens, utilizing maps, diagrams and graphic illustrations to offer new perspectives on the art of virtual world building. Videogame Atlas presents a journey through twelve well-known videogame worlds via panoramic maps, intricate exploded diagrams and detailed illustrations. The book offers a playful new way of seeing these beloved virtual worlds using the practices and academic rigour that underpins real-world architectural theory. Titles such as Minecraft, Assassin's Creed Unity and Final Fantasy VII are explored in exhaustive detail through over 200 detailed illustrations of the micro and macro, each with supporting commentary and architectural theory. Taking influence from high-end architectural monographs, the book is carefully designed to the smallest of details and its production is intricately executed. This book, printed in five colours, with neon ink throughout, is a culmination of Luke and Sandra's work, which includes founding the Videogame Urbanism studio at the Bartlett School of Architecture, UCL that promotes the use of game technologies in architectural education.

David Rowe's Art of Knightmare (Hardcover, Collector's Hardback ed.): David Rowe David Rowe's Art of Knightmare (Hardcover, Collector's Hardback ed.)
David Rowe
R976 Discovery Miles 9 760 Ships in 10 - 15 working days
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
R883 Discovery Miles 8 830 Ships in 10 - 15 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.

Multisensory Experiences - Where the senses meet technology (Hardcover): Carlos Velasco, Marianna Obrist Multisensory Experiences - Where the senses meet technology (Hardcover)
Carlos Velasco, Marianna Obrist
R1,169 Discovery Miles 11 690 Ships in 10 - 15 working days

Most of our everyday life experiences are multisensory in nature; that is, they consist of what we see, hear, feel, taste, smell, and much more. Almost any experience you can think of, such as eating a meal or going to the cinema, involves a magnificent sensory world. In recent years, many of these experiences have been increasingly transformed and capitalised on through advancements that adapt the world around us - through technology, products, and services - to suit our ever more computerised environment. Multisensory Experiences: Where the senses meet technology looks at this trend and offers a comprehensive introduction to the dynamic world of multisensory experiences and design. It takes the reader from the fundamentals of multisensory experiences, through the relationship between the senses and technology, to finally what the future of those experiences may look like, and our responsibility in it. This book empowers you to shape your own and other people's experiences by considering the multisensory worlds that we live in through a journey that marries science and practice. It also shows how we can take advantage of the senses and how they shape our experiences through intelligent technological design.

Virtual and Augmented Reality, Simulation and Serious Games for Education (Hardcover, 1st ed. 2021): Yiyu Cai, Wouter van... Virtual and Augmented Reality, Simulation and Serious Games for Education (Hardcover, 1st ed. 2021)
Yiyu Cai, Wouter van Joolingen, Koen Veermans
R3,787 Discovery Miles 37 870 Ships in 18 - 22 working days

This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of virtual reality, simulations and serious games in school practices. The different approaches highlight challenges and potential solutions and provide future directions for virtual reality, simulation and serious games research, for the design of learning material and for implementation in classrooms. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace virtual reality, simulation and/or serious games in their education.

Immersive Education - Designing for Learning (Hardcover, 1st ed. 2022): Paula MacDowell, Jennifer Lock Immersive Education - Designing for Learning (Hardcover, 1st ed. 2022)
Paula MacDowell, Jennifer Lock
R3,984 Discovery Miles 39 840 Ships in 10 - 15 working days

This book focuses on designing and being a designer of immersive education. It introduces readers to the human experiences within immersive learning environments and contributes research evidence on the effectiveness of immersive technologies in K-12 and post-secondary contexts. Through the chapters, illustrative contextual examples and vignettes demonstrate immersive learning in real-world educational practice. Readers will be equipped to design engaging and culturally relevant immersive experiences for learning in a post-COVID world. Immersive Education: Designing for Learning brings researchers, designers, and educators together to offer pedagogical strategies and design guidelines. The originality lies in integrating theoretical and practical knowledge to design meaningful immersive experiences, with attention to sustainability, community, and creativity. Valuable insights are provided to support students and teachers as immersive learning designers and storytellers.

Virtual, Augmented, and Mixed Realities in Education (Hardcover, 1st ed. 2017): Dejian Liu, Chris Dede, Ronghuai Huang, John... Virtual, Augmented, and Mixed Realities in Education (Hardcover, 1st ed. 2017)
Dejian Liu, Chris Dede, Ronghuai Huang, John Richards
R4,967 Discovery Miles 49 670 Ships in 10 - 15 working days

This book describes the current state of the art of various types of immersive learning: in research, in practice, and in the marketplace. It discusses advanced approaches in the design and development for various forms of immersive learning environments, and also the emerging innovations in assessment and research in the field. In addition, it demonstrates the opportunities and challenges in implementing advances in VR and immersion at scale in formal and informal learning. We are living in a time of rapid advances in terms of both the capabilities and the cost of virtual reality, multi-user virtual environments, and various forms of mixed reality. These new media potentially offer extraordinary opportunities for enhancing both motivation and learning across a range of subject areas, student developmental levels, and educational settings. With the development of practical and affordable virtual reality and mixed reality, people now have the chance to experience immersive learning both in classrooms and informally in homes, libraries, and community centers. The book appeals to a broad readership including teachers, administrators, scholars, policy makers, instructional designers, evaluators and industry leaders.

Augmented Reality - Unboxing Tech's Next Big Thing (Paperback): Pesce Augmented Reality - Unboxing Tech's Next Big Thing (Paperback)
Pesce
R400 Discovery Miles 4 000 Ships in 10 - 15 working days

Slated as 'the next big thing in tech', augmented reality promises to take the screen out of our hands and wrap it around the world via 'smart spectacles'. As a pervasive, invisible interface between the world and our senses, AR offers unparalleled capacity to reveal hidden digital depths, but it also comes at a cost to our privacy, our property, and our reality. In this crucial and provocative book, Mark Pesce draws on over thirty years' experience to offer the first mainstream exploration of augmented reality. He discusses the exciting and beneficial features of AR as well as the issues and risks raised by this still-emerging technology - a technology that moulds us by shaping what we see and hear. Augmented Reality is essential reading for anyone interested in the growing influence of this impressive but deeply concerning technology. As the book reveals, reality - once augmented - will never be the same.

When VR Serious Games Meet Special Needs Education - Research, Development and Their Applications (Hardcover, 1st ed. 2021):... When VR Serious Games Meet Special Needs Education - Research, Development and Their Applications (Hardcover, 1st ed. 2021)
Yiyu Cai, Qi Cao
R3,795 Discovery Miles 37 950 Ships in 18 - 22 working days

This book presents selected research and development on virtual reality (VR) and serious games (SG) applications to assist children with Autism Spectrum Disorder (ASD) in their learning of different skills. Children with ASD have challenges to learn skills of learning, living, and working, due to their cognitive and behavioral limitations. The authors and their research teams of this book have many years' research experience developing innovative and interactive VR and SG technology for the special needs education. More specifically, several VR serious games are designed to train children with ASD on learning skill, life skill, and job skill. Such games are often developed based on the needs of special education and used by special needs schools in Singapore. This book is a useful resource for students, scholars, and designers of learning material who want to embrace VR and SG for children with ASD.

Manifestations of Queerness in Video Games (Hardcover): Gaspard Pelurson Manifestations of Queerness in Video Games (Hardcover)
Gaspard Pelurson
R4,203 Discovery Miles 42 030 Ships in 10 - 15 working days

Taking the reader on a journey through queer manifestations in games, this book advocates for video games as a rich, political and cultural medium, which provides us with tools to navigate the future of gaming. Situated at the intersection of New Media, Game, Cultural and Queer Studies, the book navigates diverse interspecies relationships, queer villains from the past, Pokemon memes on border politics, flanerie in post-industrial cities and one-sided erotic fights. It provides new critical engagements with the works of Jose Esteban Munoz, Bonnie Ruberg, Guy Debord and Jack Halberstam, examining queer representation, gaming subcultures and dissident play practices. Making the bold claim that video games might be the queerest medium today, this book provides organic, self-reflective and, ultimately, thought-provoking thinking in which both games and gamers are queered. This book will be of interest to scholars researching game studies, sex, gender and sexuality in new media, but also readers interested in literature, digital media, society, participatory culture and queer studies.

Manual of Digital Museum Planning (Hardcover): Ali Hossaini, Ngaire Blankenberg Manual of Digital Museum Planning (Hardcover)
Ali Hossaini, Ngaire Blankenberg; As told to Gail Dexter Lord, Barry Lord
R3,676 Discovery Miles 36 760 Ships in 10 - 15 working days

The Manual of Digital Museum Planning is a comprehensive guide to digital planning, development, and operations for museum professionals and students of museums studies and arts administration. In the tradition of Lord Cultural Resource's renowned manuals, this book gives practical advice on how digital can enhance and improve all aspects of the museum. With chapters written by experienced professionals working at leading institutions such as the British Museum, the Metropolitan Museum of Art, the Indianapolis Museum of Art, Bristol Culture, the Canadian Museum for Human Rights, and others, The Manual of Digital Museum Planning is an easy-to-understand, step-by-step guide for anyone planning a new museum, a museum expansion, or a new project in the Digital Age. *Part 1 explains how digital technologies are transforming museums *and their value proposition *Part 2 explores how adopting a user-centric, omnichannel approach creates new relationships between museums and communities *Part 3 offers a guide to integrating digital into the workflow of museums- from data analytics, to user experience design to project management *Part 4 identifies the business models, infrastructure and skills and competencies for the digital museum, Each chapter culminates in 'summary takeaways' for easy recall, and key words are defined throughout. A glossary and reference list are also included as an accessible resources for readers.

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
R1,578 Discovery Miles 15 780 Ships in 10 - 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

Virtual Reality in Education - Breakthroughs in Research and Practice, VOL 2 (Hardcover): Information Reso Management... Virtual Reality in Education - Breakthroughs in Research and Practice, VOL 2 (Hardcover)
Information Reso Management Association
R5,991 Discovery Miles 59 910 Ships in 18 - 22 working days
The Cultural Imaginary of the Internet - Virtual Utopias and Dystopias (Hardcover): M. Yar The Cultural Imaginary of the Internet - Virtual Utopias and Dystopias (Hardcover)
M. Yar
R1,493 Discovery Miles 14 930 Ships in 18 - 22 working days

Contemporary culture offer contradictory views of the internet and new media technologies, painting them in extremes of optimistic enthusiasm and pessimistic foreboding. While some view them as a repository of hopes for democracy, freedom and self-realisation, others consider these developments as sources of alienation, dehumanisation and danger. This book explores such representations, and situates them within the traditions of utopian and dystopian thought that have shaped the Western cultural imaginary. Ranging from ancient poetry to post-humanism, and classical sociology to science fiction, it uncovers the roots of our cultural responses to the internet, which are centred upon a profoundly ambivalent reaction to technological modernity. Majid Yar argues that it is only by better understanding our society's reactions to technological innovation that we can develop a balanced and considered response to the changes and challenges that the internet brings in its wake.

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
R377 Discovery Miles 3 770 Ships in 10 - 15 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.

Information Technologies in Medicine - Simulation and Education V 1 (Hardcover, Volume 1 Ed.): M A Kay Information Technologies in Medicine - Simulation and Education V 1 (Hardcover, Volume 1 Ed.)
M A Kay
R3,675 Discovery Miles 36 750 Ships in 18 - 22 working days

A comprehensive survey of technological developments in Virtual Reality for use in medical education and simulated procedures

Medicine and the biological sciences have long relied on visualizations to illustrate the relationship between anatomic structure and biologic function. The new multidimensional imaging modalities are powerful counterparts to traditional forms of observation–surgery, postmortem examination, or extensive mental reconstruction. VR technologies have reached unimagined levels of sophistication and utility, giving physicians and students new avenues for planning and practicing surgery and diagnostics.

The two volumes of Information Technologies in Medicine thoroughly explore the use of VR technology in three-dimensional visualization techniques, realistic surgical training prior to patient contact, and actual procedures in rehabilitation and treatment, including telemedicine and telesurgery. Editors Akay and Marsh have brought together all the available information on the subject of VR technologies in medicine and medical training to create the first comprehensive guide to the state of the art in medicine for use by students, doctors, and researchers.

Volume I is devoted to the fundamentals of these new information technologies and their many applications in medical education and practice, especially in the area of medical and surgical simulations. Coverage includes:

  • Virtual environment technologies
  • The future of VR technologies in the twenty-first century
  • Perceptualization of biomedical data
  • Visualization in teaching anatomy
Experience Machines - The Philosophy of Virtual Worlds (Hardcover): Mark Silcox Experience Machines - The Philosophy of Virtual Worlds (Hardcover)
Mark Silcox
R3,479 Discovery Miles 34 790 Ships in 10 - 15 working days

In his classic work Anarchy, State and Utopia, Robert Nozick asked his readers to imagine being permanently plugged into a 'machine that would give you any experience you desired'. He speculated that, in spite of the many obvious attractions of such a prospect, most people would choose against passing the rest of their lives under the influence of this type of invention. Nozick thought (and many have since agreed) that this simple thought experiment had profound implications for how we think about ethics, political justice, and the significance of technology in our everyday lives. Nozick's argument was made in 1974, about a decade before the personal computer revolution in Europe and North America. Since then, opportunities for the citizens of industrialized societies to experience virtual worlds and simulated environments have multiplied to an extent that no philosopher could have predicted. The authors in this volume re-evaluate the merits of Nozick's argument, and use it as a jumping-off point for the philosophical examination of subsequent developments in culture and technology, including a variety of experience-altering cybernetic technologies such as computer games, social media networks, HCI devices, and neuro-prostheses.

Implications of Social Media Use in Personal and Professional Settings (Hardcover): Vladlena Benson, Stephanie Morgan Implications of Social Media Use in Personal and Professional Settings (Hardcover)
Vladlena Benson, Stephanie Morgan
R4,953 Discovery Miles 49 530 Ships in 18 - 22 working days

Social technology is quickly becoming a vital tool in our personal, educational, and professional lives. However, while social networking helps the world stay connected, its use must be further examined in order to determine any possible pitfalls associated with the use of this technology. Implications of Social Media Use in Personal and Professional Settings investigates the paradoxical nature of social networking in our personal lives and in the workplace. Highlighting emergent research and psychological impacts, this publication is an indispensable reference source for academics, researchers, and professionals interested in the application of social media, as well as the positive aspects and detrimental effects of the usage of these technologies.

Re-thinking Leisure in a Digital Age (Paperback): Michael Silk, Brad Millington, Emma Rich, Anthony Bush Re-thinking Leisure in a Digital Age (Paperback)
Michael Silk, Brad Millington, Emma Rich, Anthony Bush
R1,286 Discovery Miles 12 860 Ships in 10 - 15 working days

Digital worlds and cultures-social media, web 2.0, youtube, wearable technologies, health and fitness apps-dominate, if not order, our everyday lives. We are no longer 'just' consumers or readers of digital culture but active producers through facebook, twitter, Instagram, youtube and other emerging technologies. This book is predicated on the assumption that out understanding of our everyday lives should be informed by what is taking place in and through emerging technologies given these (virtual) environments provide a crucial context where traditional, categorical assumptions about the body, identity and leisure may be contested. Far from being 'virtual', the body is constituted within and through emerging technologies in material ways. Recent 'moral panics' over the role of digital cultures in teen suicide, digital drinking games, an endless array of homoerotic images of young bodies being linked with steroid use, disordered eating and body dissatisfaction, facebook games/fundraising campaigns (e.g. for breast cancer), movements devoted to exposing 'everyday sexism' / metoo, twitter abuse (of feminists, of athletes, of racist nature to name but a few), speak to the need for critical engagement with digital cultures. While some of the earlier techno-utopian visions offered the promise of digitality to give rise to participatory, user generator collaborations, within this book we provide critical engagement with digital technologies and what this means for our understandings of leisure cultures. The chapters originally published in a special issue in Leisure Studies.

Information Sources for Virtual Reality - A Research Guide (Hardcover, New): Robert Carande Information Sources for Virtual Reality - A Research Guide (Hardcover, New)
Robert Carande
R1,252 Discovery Miles 12 520 Ships in 18 - 22 working days

This reference identifies information resources concerning virtual reality and provides detailed instruction on how to use these resources in an effective research strategy. Most of the chapters overview particular types of information sources, such as periodical and citation indexes, conference proceedings, technical reports, dissertations, and monographs. The chapters explain how to use these tools to gather information about virtual reality, and discussions of key resources are always placed in the larger context of information-gathering strategies specific to the field. Most of the resources are available in large public and academic libraries. The volume does not presuppose sophisticated technical knowledge of libraries, and it is written for the student and general researcher. The volume concludes with a set of algorithms that can be used to locate resources in the most typical searches, and a list of producers and publishers of related material.

The Aesthetics of Videogames (Paperback): Jon Robson, Grant Tavinor The Aesthetics of Videogames (Paperback)
Jon Robson, Grant Tavinor
R1,375 Discovery Miles 13 750 Ships in 10 - 15 working days

This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. The Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form.

Virtual Reality Headsets - A Theoretical and Pragmatic Approach (Paperback): Philippe Fuchs Virtual Reality Headsets - A Theoretical and Pragmatic Approach (Paperback)
Philippe Fuchs
R1,493 Discovery Miles 14 930 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.

Working with Video Gamers and Games in Therapy - A Clinician's Guide (Hardcover): Anthony M. Bean Working with Video Gamers and Games in Therapy - A Clinician's Guide (Hardcover)
Anthony M. Bean
R3,641 Discovery Miles 36 410 Ships in 10 - 15 working days

Working with Video Gamers and Games in Therapy moves beyond stereotypes about video game addiction and violence to consider the role that games play in psychological experiences and mental health. Chapters examine the factors that compel individual gamers to select and identify with particular games and characters, as well as the different play styles, genres, and archetypes common in video games. For clinicians looking to understand their clients' relationships with video games or to use games as a therapeutic resource in their own practice, this is a thoughtful, comprehensive, and timely resource.

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
R3,204 Discovery Miles 32 040 Ships in 18 - 22 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.

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