Author: Francis Hamit
Publisher: Prentice Hall
ISBN:
Category : Computers
Languages : en
Pages : 504
Book Description
Virtual Reality and the Exploration of Cyberspace is an introduction that covers not only the nuts and bolts of this emerging technology but also seeks to provide context by examining the social, political, and business implications of virtual reality. The two disks include virtual reality shareware and demos.
Virtual Reality and the Exploration of Cyberspace
Author: Francis Hamit
Publisher: Prentice Hall
ISBN:
Category : Computers
Languages : en
Pages : 504
Book Description
Virtual Reality and the Exploration of Cyberspace is an introduction that covers not only the nuts and bolts of this emerging technology but also seeks to provide context by examining the social, political, and business implications of virtual reality. The two disks include virtual reality shareware and demos.
Publisher: Prentice Hall
ISBN:
Category : Computers
Languages : en
Pages : 504
Book Description
Virtual Reality and the Exploration of Cyberspace is an introduction that covers not only the nuts and bolts of this emerging technology but also seeks to provide context by examining the social, political, and business implications of virtual reality. The two disks include virtual reality shareware and demos.
Developing Virtual Reality Applications
Author: Alan B. Craig
Publisher: Morgan Kaufmann
ISBN: 0080959083
Category : Computers
Languages : en
Pages : 399
Book Description
Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before having them created, and allow for greater creative exploration. In this book, VR developers Alan Craig, William Sherman, and Jeffrey Will examine a comprehensive collection of current,unique, and foundational VR applications in a multitude of fields, such as business, science, medicine, art, entertainment, and public safety among others.An insider's view of what works, what doesn't work, and why, Developing Virtual Reality Applications explores core technical information and background theory as well as the evolution of key applications from their genesis to their most current form. Developmental techniques are cross-referenced between different applications linking information to describe overall VR trends and fundamental best practices. This synergy, coupled with the most up to date research being conducted, provides a hands-on guide for building applications, and an enhanced, panoramic view of VR development. Developing Virtual Reality Applications is an indispensable one-stop reference for anyone working in this burgeoning field. - Dozens of detailed application descriptions provide practical ideas for VR development in ALL areas of interest! - Development techniques are cross referenced between different application areas, providing fundamental best practices!
Publisher: Morgan Kaufmann
ISBN: 0080959083
Category : Computers
Languages : en
Pages : 399
Book Description
Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before having them created, and allow for greater creative exploration. In this book, VR developers Alan Craig, William Sherman, and Jeffrey Will examine a comprehensive collection of current,unique, and foundational VR applications in a multitude of fields, such as business, science, medicine, art, entertainment, and public safety among others.An insider's view of what works, what doesn't work, and why, Developing Virtual Reality Applications explores core technical information and background theory as well as the evolution of key applications from their genesis to their most current form. Developmental techniques are cross-referenced between different applications linking information to describe overall VR trends and fundamental best practices. This synergy, coupled with the most up to date research being conducted, provides a hands-on guide for building applications, and an enhanced, panoramic view of VR development. Developing Virtual Reality Applications is an indispensable one-stop reference for anyone working in this burgeoning field. - Dozens of detailed application descriptions provide practical ideas for VR development in ALL areas of interest! - Development techniques are cross referenced between different application areas, providing fundamental best practices!
Preparing 21st Century Teachers for Teach Less, Learn More (TLLM) Pedagogies
Author: Kumar, Pradeep
Publisher: IGI Global
ISBN: 1799814378
Category : Education
Languages : en
Pages : 332
Book Description
The current trend of learner centeredness in education has been challenging many of the current ways of working, especially in higher education institutions. This rapid change in educational institutions demands educators acquire new sets of skills via continuous reflective practices. Hence, educators in higher education institutions are actively involved in research-driven teaching and learning practices. This change of role from mere content delivery to learning facilitators could be better achieved through a strong research-driven community of practice. Preparing 21st Century Teachers for Teach Less, Learn More (TLLM) Pedagogies is a pivotal reference source that provides vital research on the application of practice-based learning techniques in higher education institutions. This publication establishes a platform for academics to share their best practices to promote teach less, learn more pedagogies and learn reciprocally from the community of practice. While highlighting topics such as interactive learning, experiential technology, and logical thinking skills, this book is ideally designed for teachers, instructional designers, higher education faculty, deans, researchers, professionals, universities, academicians, and students seeking current research on transformative learning and future teaching practices.
Publisher: IGI Global
ISBN: 1799814378
Category : Education
Languages : en
Pages : 332
Book Description
The current trend of learner centeredness in education has been challenging many of the current ways of working, especially in higher education institutions. This rapid change in educational institutions demands educators acquire new sets of skills via continuous reflective practices. Hence, educators in higher education institutions are actively involved in research-driven teaching and learning practices. This change of role from mere content delivery to learning facilitators could be better achieved through a strong research-driven community of practice. Preparing 21st Century Teachers for Teach Less, Learn More (TLLM) Pedagogies is a pivotal reference source that provides vital research on the application of practice-based learning techniques in higher education institutions. This publication establishes a platform for academics to share their best practices to promote teach less, learn more pedagogies and learn reciprocally from the community of practice. While highlighting topics such as interactive learning, experiential technology, and logical thinking skills, this book is ideally designed for teachers, instructional designers, higher education faculty, deans, researchers, professionals, universities, academicians, and students seeking current research on transformative learning and future teaching practices.
Virtual Reality Marketing
Author: Henry Stuart
Publisher: Kogan Page Publishers
ISBN: 0749482877
Category : Business & Economics
Languages : en
Pages : 225
Book Description
If a picture is worth a thousand words, then virtual reality (VR) is priceless. This book offers everything you need to know about the opportunities of VR for brands to better connect with consumers. VR is booming - by 2025, the industry is expected to become bigger than TV. Virtual Reality Marketing is a comprehensive exploration of all things VR, providing readers with everything they need to know about the current VR landscape, and the unprecedented opportunity it offers brands to create unique emotional connections with consumers. A truly practical guide, Virtual Reality Marketing covers all aspects of the industry, including interactive and passive VR, 360 video, social VR marketing, and the role that influencers and bloggers are set to play in its development. It also looks to the future - exploring how VR is evolving and the changes it will undergo in the future. Packed with fascinating case studies, tips and strategies, and written by a recognized industry expert who has facilitated VR coverage for major international brands including Facebook, Audi, Google and Mercedes F1, this book is the leading resource for any reader looking to incorporate VR in their own marketing campaigns.
Publisher: Kogan Page Publishers
ISBN: 0749482877
Category : Business & Economics
Languages : en
Pages : 225
Book Description
If a picture is worth a thousand words, then virtual reality (VR) is priceless. This book offers everything you need to know about the opportunities of VR for brands to better connect with consumers. VR is booming - by 2025, the industry is expected to become bigger than TV. Virtual Reality Marketing is a comprehensive exploration of all things VR, providing readers with everything they need to know about the current VR landscape, and the unprecedented opportunity it offers brands to create unique emotional connections with consumers. A truly practical guide, Virtual Reality Marketing covers all aspects of the industry, including interactive and passive VR, 360 video, social VR marketing, and the role that influencers and bloggers are set to play in its development. It also looks to the future - exploring how VR is evolving and the changes it will undergo in the future. Packed with fascinating case studies, tips and strategies, and written by a recognized industry expert who has facilitated VR coverage for major international brands including Facebook, Audi, Google and Mercedes F1, this book is the leading resource for any reader looking to incorporate VR in their own marketing campaigns.
Understanding Virtual Reality
Author: William R. Sherman
Publisher: Morgan Kaufmann
ISBN: 012801038X
Category : Computers
Languages : en
Pages : 940
Book Description
Understanding Virtual Reality: Interface, Application, and Design, Second Edition arrives at a time when the technologies behind virtual reality have advanced dramatically. The book helps users take advantage of the ways they can identify and prepare for the applications of VR in their field. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as underlying technologies evolve. Included are a history of VR, systems currently in use, the application of VR, and the many issues that arise in application design and implementation, including hardware requirements, system integration, interaction techniques and usability. - Features substantive, illuminating coverage designed for technical or business readers and the classroom - Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction and other fields - Provides (via a companion website) additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system - Includes updated perception material and new sections on game engines, optical tracking, VR visual interface software, and a new glossary with pictures
Publisher: Morgan Kaufmann
ISBN: 012801038X
Category : Computers
Languages : en
Pages : 940
Book Description
Understanding Virtual Reality: Interface, Application, and Design, Second Edition arrives at a time when the technologies behind virtual reality have advanced dramatically. The book helps users take advantage of the ways they can identify and prepare for the applications of VR in their field. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as underlying technologies evolve. Included are a history of VR, systems currently in use, the application of VR, and the many issues that arise in application design and implementation, including hardware requirements, system integration, interaction techniques and usability. - Features substantive, illuminating coverage designed for technical or business readers and the classroom - Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction and other fields - Provides (via a companion website) additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system - Includes updated perception material and new sections on game engines, optical tracking, VR visual interface software, and a new glossary with pictures
Understanding Virtual Reality
Author: William R. Sherman
Publisher: Morgan Kaufmann
ISBN: 1558603530
Category : Computers
Languages : en
Pages : 623
Book Description
Of interest to developers of virtual reality applications and others interested in potential uses for virtual reality, this book presents a selection of useful VR applications and gives readers guidance on how VR might be applied.
Publisher: Morgan Kaufmann
ISBN: 1558603530
Category : Computers
Languages : en
Pages : 623
Book Description
Of interest to developers of virtual reality applications and others interested in potential uses for virtual reality, this book presents a selection of useful VR applications and gives readers guidance on how VR might be applied.
Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do
Author: Jeremy Bailenson
Publisher: W. W. Norton & Company
ISBN: 0393253708
Category : Computers
Languages : en
Pages : 217
Book Description
“If you want to understand the most immersive new communications medium to come along since cinema… I’d suggest starting with Mr. Bailenson’s [book].” —Wall Street Journal Virtual reality is able to effectively blur the line between reality and illusion, granting us access to any experience imaginable. These experiences, ones that the brain is convinced are real, will soon be available everywhere. In Experience on Demand, Jeremy Bailenson draws upon two decades spent researching the psychological effects of VR to help readers understand its upsides and possible downsides. He offers expert guidelines for interacting with VR, and describes the profound ways this technology can be put to use to hone our performance, help us recover from trauma, improve our learning, and even enhance our empathic and imaginative capacities so that we treat others and ourselves better.
Publisher: W. W. Norton & Company
ISBN: 0393253708
Category : Computers
Languages : en
Pages : 217
Book Description
“If you want to understand the most immersive new communications medium to come along since cinema… I’d suggest starting with Mr. Bailenson’s [book].” —Wall Street Journal Virtual reality is able to effectively blur the line between reality and illusion, granting us access to any experience imaginable. These experiences, ones that the brain is convinced are real, will soon be available everywhere. In Experience on Demand, Jeremy Bailenson draws upon two decades spent researching the psychological effects of VR to help readers understand its upsides and possible downsides. He offers expert guidelines for interacting with VR, and describes the profound ways this technology can be put to use to hone our performance, help us recover from trauma, improve our learning, and even enhance our empathic and imaginative capacities so that we treat others and ourselves better.
Virtual Cities
Author: Konstantinos Dimopoulos
Publisher: Unbound Publishing
ISBN: 1783528508
Category : Games & Activities
Languages : en
Pages : 257
Book Description
Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.
Publisher: Unbound Publishing
ISBN: 1783528508
Category : Games & Activities
Languages : en
Pages : 257
Book Description
Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.
Virtual Reality in Geography
Author: Peter Fisher
Publisher: CRC Press
ISBN: 020330585X
Category : Technology & Engineering
Languages : en
Pages : 417
Book Description
Virtual Reality in Geography covers "through the window" VR systems, "fully immersive" VR systems, and hybrids of the two types. The authors examine the Virtual Reality Modeling Language approach and explore its deficiencies when applied to real geographic environments. This is a totally unique book covers all the major uses and methods of virtual reality used by geographers. The authors have produced a CDROM that comes with the book of virtual reality images that will be a fascinating companion to the text. This book will be of great interest to geographers, computer scientists and all those interested in multimedia and computer graphics.
Publisher: CRC Press
ISBN: 020330585X
Category : Technology & Engineering
Languages : en
Pages : 417
Book Description
Virtual Reality in Geography covers "through the window" VR systems, "fully immersive" VR systems, and hybrids of the two types. The authors examine the Virtual Reality Modeling Language approach and explore its deficiencies when applied to real geographic environments. This is a totally unique book covers all the major uses and methods of virtual reality used by geographers. The authors have produced a CDROM that comes with the book of virtual reality images that will be a fascinating companion to the text. This book will be of great interest to geographers, computer scientists and all those interested in multimedia and computer graphics.
National Geographic Kids Why Not?
Author: Crispin Boyer
Publisher: National Geographic Books
ISBN: 1426331916
Category : Children's questions and answers
Languages : en
Pages : 228
Book Description
Shares the answers to over one thousand questions on such topics as animals, natural resources, technology, and history.
Publisher: National Geographic Books
ISBN: 1426331916
Category : Children's questions and answers
Languages : en
Pages : 228
Book Description
Shares the answers to over one thousand questions on such topics as animals, natural resources, technology, and history.