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Teaching Taste (Hardcover): Karen Wistoft, Lars Qvortrup Teaching Taste (Hardcover)
Karen Wistoft, Lars Qvortrup
R1,386 R1,139 Discovery Miles 11 390 Save R247 (18%) 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

Social Experiments with Information Technology and the Challenges of Innovation (Hardcover, 1987 ed.): Lars Qvortrup, Claire... Social Experiments with Information Technology and the Challenges of Innovation (Hardcover, 1987 ed.)
Lars Qvortrup, Claire Ancelin, Jim Frawley, Jill Hartley, Franco Pichault, …
R4,162 Discovery Miles 41 620 Ships in 18 - 22 working days

A Selection of Papers from the EEC Conference on Social Experiments with Information Technology in Odense, Denmark, January 13-15, 1986

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.

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.

The Hypercomplex Society (Paperback): Lars Qvortrup The Hypercomplex Society (Paperback)
Lars Qvortrup
R871 Discovery Miles 8 710 Ships in 10 - 15 working days

Should today's society be termed an « information or a « network society? This book provides an alternative choice--the hypercomplex society, which is a critical, complex-theoretical understanding of society whose growing level of social complexity represents the basic challenge of our current society. This original understanding of society is presented through a historical analysis of the emergence of the current state of hypercomplexity and polycentrism. The functioning of communication, mass media, and the public sphere in the hypercomplex society is also analyzed and the Internet is characterized as a communication infrastructure particularly shaped by the hypercomplex society. The book concludes with a cultural self-observation of the hypercomplex society.

Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds (Paperback, Softcover reprint of the original 1st ed. 2001): E.... Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds (Paperback, Softcover reprint of the original 1st ed. 2001)
E. Granum; Edited by Lars Qvortrup; Edited by (associates) B. Holmqvist, S. Kolstrup, K. Halskov Madsen
R4,055 Discovery Miles 40 550 Ships in 18 - 22 working days

Lars Qvortrup The world of interactive 3D multimedia is a cross-institutional world. Here, researchers from media studies, linguistics, dramaturgy, media technology, 3D modelling, robotics, computer science, sociology etc. etc. meet. In order not to create a new tower of Babel, it is important to develop a set of common concepts and references. This is the aim of the first section of the book. In Chapter 2, Jens F. Jensen identifies the roots of interaction and interactivity in media studies, literature studies and computer science, and presents definitions of interaction as something going on among agents and agents and objects, and of interactivity as a property of media supporting interaction. Similarly, he makes a classification of human users, avatars, autonomous agents and objects, demon strating that no universal differences can be made. We are dealing with a continuum. While Jensen approaches these categories from a semiotic point of view, in Chapter 3 Peer Mylov discusses similar isues from a psychological point of view. Seen from the user's perspective, a basic difference is that between stage and back-stage (or rather: front-stage), i. e. between the real "I" and "we" and the virtual, representational "I" and "we." Focusing on the computer as a stage, in Chapter 4 Kj0lner and Lehmann use the theatre metaphor to conceptualize the stage phenomena and the relationship between stage and front-stage."

Production Methods - Behind the Scenes of Virtual Inhabited 3D Worlds (Paperback, Softcover reprint of the original 1st ed.... Production Methods - Behind the Scenes of Virtual Inhabited 3D Worlds (Paperback, Softcover reprint of the original 1st ed. 2003)
Kim H. Madsen, Lars Qvortrup
R1,405 Discovery Miles 14 050 Ships in 18 - 22 working days

Kim Halskov Madsen Up until a few decades ago, business administration and science were the primary areas in which computers were applied, but terms like pervasive computing reflect that interactive computing power is becoming an embedded part of people's every day environment, not only office buildings and private homes but also art and cul At one of the frontiers of multimedia applications computers are used as tural events. part of experimental theatre, puppet theatre, musical performances, museums, entertainment, and learning. In some of these domains, people interact with the computers using a mouse, keyboard and a 17-inch monitor, but present-day inter faces take a variety of forms, including motion-capture technology and displays of up to several metres in height and width. The trend of applying computer technologies in the domain of art and culture has been one of the pivots of a Danish research project, Staging of Virtual Inhabited 3D Spaces. The results of the project are presented in a series of four volumes, of which this book is the last one. The three other publications are: Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds; Virtual Space: The Spatiality of Virtual Inhabited 3D Worlds; and 3D Applications: Applications with Virtual Inhabited 3D Worlds.

Virtual Space - Spatiality in Virtual Inhabited 3D Worlds (Paperback, Softcover reprint of the original 1st ed. 2002): Lars... Virtual Space - Spatiality in Virtual Inhabited 3D Worlds (Paperback, Softcover reprint of the original 1st ed. 2002)
Lars Qvortrup; Edited by (associates) J.F. Jensen, E. Kjems, N. Lehmann, C. Madsen
R4,023 Discovery Miles 40 230 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.

Virtual Applications - Applications with Virtual Inhabited 3D Worlds (Paperback, Softcover reprint of hardcover 1st ed. 2004):... Virtual Applications - Applications with Virtual Inhabited 3D Worlds (Paperback, Softcover reprint of hardcover 1st ed. 2004)
Peter B. Andersen, Lars Qvortrup
R2,647 Discovery Miles 26 470 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

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