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Books about 'virtual reality'

Number of products: 1938
Page 1 of 194

Multimedia: From Wagner to Virtual Reality, Expanded Edition
publisher: W. W. Norton & Company, published: 2002-12-16
ASIN: 0393323757
sales rank: 553084
price: $12.91 (new), $0.98 (used)
"I recommend this book to you with an earnestness that I have seldom felt for any collection of historic texts," writes William Gibson in his foreword. Tracing the fertile series of collaborations between arts and sciences throughout the twentieth century, Randall Packer and Ken Jordan present the often overlooked history behind multimedia—the interfaces, links, and interactivity we all take for granted today. "Many of the papers that had profound impact upon my development—to say nothing of the entire industry—are here," raves Donald A. Norman, author of The Invisible Computer.

In "an evocative whirlwind tour through 100 years of work" (Wired), Packer and Jordan bring together an "historically significant" (Slashdot) collection of the groundbreaking visions of scientists like Vannevar Bush, Douglas Englebart, and Norbert Wiener, and artists like John Cage, Nam June Paik, and William Gibson. Their insightful explanations of the core concepts behind multimedia provide historical context that "reads like a Western civ of modern media" (Film/Tape World).

The End of Hardware, 3rd Edition: Augmented Reality and Beyond
by: Rolf R. Hainich
publisher: BookSurge Publishing, published: 2009-04-27
ASIN: 143923602X
sales rank: 270973
price: $25.95 (new), $23.99 (used)
Drag those windows from your screen and into the air in front of you. Use a simple glance to switch lights, open doors or surf the web. Virtual devices, virtual objects will surround us, anywhere. Only one piece of real hardware will do it all, replace anything. From concept to design to even a fiction part, "this book is a blueprint for an entire technology". The new edition has been greatly extended, with many new ideas and materials. From the foreword by Oliver Bimber: "Despite a technological focus, the book is written in a popular-scientific style - and therefore allows easy access to the material - even for non-experts. If I were to characterize this book in a single word, that word would be 'inspiring'. I can only hope that one day, someone will pick up and realize these ideas. For although, this might not be the 'End of Hardware' - it could well be the beginning of many new and exciting interfaces to the digital world in which we all live in.".
Stepping into Virtual Reality
by: Mario Gutierrez
publisher: Springer, published: 2008-04-04
ASIN: 1848001169
sales rank: 378853
price: $49.41 (new), $50.00 (used)

Virtual reality techniques are increasingly becoming indispensible in many areas including medicine, entertainment, architecture, education and manufacturing, with VR tools being used for testing and prototyping products at design stages, as well as for creating applications in finished products. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these.

Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. Careful reading of this textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications.

Maya: The World as Virtual Reality
by: Richard L. Thompson
publisher: Govardhan Hill Publishing, published: 2003-05-23
ASIN: 0963530909
sales rank: 281797
price: $15.95 (new), $8.50 (used)
In the world of modern science, consciousness is reduced to a fading epiphenomenon, left over after the brain has been physically explained. It seems to arise when matter is suitably organized, but scientists and philosophers have been unable to explain why complex organization should produce anything beyond complex physical behavior. Yet consciousness won't go away.

One possibility is that, instead of being produced by matter, consciousness is a separate element, added to physical systems. This can be modeled using the idea of a virtual reality, in which a human subject enters a computer-simulated world through a sensory interface. In this book, virtual reality is used as a metaphor for our situation as conscious beings. The basic theme is that what we can imagine doing in a virtual reality system may actually be happening in nature on a vastly greater scale. Nature may be like a computer simulation interfaced with conscious observer/participants.

This groundbreaking book shows how conscious beings could interact with a physically realistic virtual world. It shows how paranormal phenomena can be reconciled in a natural way with the laws of physics, and it sheds light on paradoxes of time, on life beyond the body, and on cosmic and terrestrial evolution. In a sweeping synthesis, the ideas and data of modern science are used to illuminate the ancient theme of consciousness in a world of illusion.

Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction (Jossey-Bass Guides to Online Teaching and Learning)
by: Clark Aldrich
publisher: Jossey-Bass, published: 2009-09-22
ASIN: 0470438347
sales rank: 212295
price: $16.99 (new), $12.38 (used)

Jossey-Bass Guides to Online Teaching and Learning

Learning Online with Games, Simulations, and Virtual Worlds

Strategies for Online Instruction

Clark Aldrich

Learning Online with Games, Simulations, and Virtual Worlds

The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources.

Praise for Learning Online with Games, Simulations, and Virtual Worlds

"Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book."
— Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University

"At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences."
— Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary

"I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools."
— Rick Van Sant, professor of learning and technology, Ferris State University

Developing Virtual Reality Applications: Foundations of Effective Design
by: Alan Craig
publisher: Morgan Kaufmann, published: 2009-08-07
ASIN: 0123749433
sales rank: 1111884
price: $60.00 (new), $34.80 (used)
Virtual Reality has turned the corner from being a mere laboratory novelty to become a valuable tool with practical applications in many fields. From best-selling VR guru Bill Sherman comes Developing Virtual Reality Applications - a comprehensive compendium that examines over 50 unique and foundational VR applications in Business, Science, Medicine, Education, Spatial Studies, Public Safety, and Entertainment industries. Each chapter contains one or more key applications that are explored in depth, as well as examples of these applications in their most recent form and the most current research being conducted. The book also cross-references techniques between different application areas, synthesizing the data into a coherent whole that describes overall VR trends and fundamental best practices. Such synergy gives you a hands-on guide for developing your own applications, and provides an enhanced, longitudinal view of VR development. By promoting mobility across disciplines, Developing Virtual Reality Applications becomes an indispensable one-stop reference for anyone working in this burgeoning field.


  • Presents a wide variety of detailed application descriptions across ALL areas of industry, providing you with practical ideas for VR development in ANY area of interest!

  • Cross references development techniques between different application areas, supplying you with fundamental best practices across disciplines!

  • Includes an online and media-rich companion site with hours of footage from application demonstrations, which puts you in the middle of the action!
Apocalyptic AI: Visions of Heaven in Robotics, Artificial Intelligence, and Virtual Reality
by: Robert Geraci
publisher: Oxford University Press, USA, published: 2010-03-05
ASIN: 0195393023
sales rank: 215438
price: $19.75 (new), $17.15 (used)
Apocalyptic AI, the hope that we might one day upload our minds into machines or cyberspace and live forever, is a surprisingly wide-spread and influential idea, affecting everything from the world view of online gamers to government research funding and philosophical thought. In Apocalyptic AI, Robert Geraci offers the first serious account of this "cyber-theology" and the people who promote it.

Drawing on interviews with roboticists and AI researchers and with devotees of the online game Second Life, among others, Geraci illuminates the ideas of such advocates of Apocalyptic AI as Hans Moravec and Ray Kurzweil. He reveals that the rhetoric of Apocalyptic AI is strikingly similar to that of the apocalyptic traditions of Judaism and Christianity. In both systems, the believer is trapped in a dualistic universe and expects a resolution in which he or she will be translated to a transcendent new world and live forever in a glorified new body. Equally important, Geraci shows how this worldview shapes our culture. For instance, Apocalyptic AI has influenced funding agencies such as the National Science Foundation, helping to prioritize robotics and AI research. It has become the ideology of choice for online gamers, such as those involved in Second Life; it has had a profound impact on the study of the mind; and it has inspired scientists and theologians alike to wonder about the super robots of the future. Should we think of robots as persons? What kind of morality would intelligent robots espouse?

Apocalyptic AI has become a powerful force in modern culture. In this superb volume, Robert Geraci shines a light on this belief system, revealing what it is and how it is changing society.
Virtual Reality: The Revolutionary Technology of Computer-Generated Artificial Worlds - and How It Promises to Transform Society
by: Howard Rheingold
publisher: Simon & Schuster, published: 1992-08-15
ASIN: 0671778978
sales rank: 300460
price: $0.98 (new), $0.01 (used)
Imagine being able to "walk" into your computer and interact with any program you create. It sounds like science fiction, but it's science fact. Surgeons now rehearse operations on computer-generated "virtual" patients, and architects "walk through" virtual buildings while the actual structures are still in blueprints. In Virtual Reality, Howard Rheingold takes us to the front lines of this revolutionary new technology that creates computer-generated worlds complete with the sensations of touch and motion, and explores its impact on everything from entertainment to particle physics.
Understanding Virtual Reality: Interface, Application, and Design (The Morgan Kaufmann Series in Computer Graphics)
by: William R. Sherman
publisher: Morgan Kaufmann, published: 2002
ASIN: 1558603530
sales rank: 1018040
price: $50.00 (new), $34.50 (used)


Understanding Virtual Reality arrives at a time when the technologies behind virtual reality have advanced to the point that it is possible to develop and deploy meaningful, productive virtual reality applications. The aim of this thorough, accessible exploration is to help you take advantage of this moment, equipping you with the understanding needed to identify and prepare for ways VR can be used in your field, whatever your field may be.


By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in the application design and implementation, including hardware requirements, system integration, interaction techniques, and usability. This book also counters both exaggerated claims for VR and the view that would reduce it to entertainment, citing dozens of real-world examples from many different fields and presenting (in a series of appendices) four in-depth application case studies.

* Substantive, illuminating coverage designed for technical and business readers and well-suited to the classroom.
* Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction, and other fields, and explains how they are being united in cohesive VR systems.
* Via a companion Web site, provides additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system.

Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media (Parallax: Re-visions of Culture and Society)
by: Marie-Laure Ryan
publisher: The Johns Hopkins University Press, published: 2003-10-03
ASIN: 0801877539
sales rank: 352045
price: $24.68 (new), $16.83 (used)
Is there a significant difference in attitude between immersion in a game and immersion in a movie or novel? What are the new possibilities for representation offered by the emerging technology of virtual reality? As Marie-Laure Ryan demonstrates in Narrative as Virtual Reality, the questions raised by new, interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions. Formerly a culture of immersive ideals--getting lost in a good book, for example--we are becoming, Ryan claims, a culture more concerned with interactivity. Approaching the idea of virtual reality as a metaphor for total art, Narrative as Virtual Reality applies the concepts of immersion and interactivity to develop a phenomenology of reading.

Ryan's analysis encompasses both traditional literary narratives and the new textual genres made possible by the electronic revolution of the past few years, such as hypertext, interactive movies and drama, digital installation art, and computer role-playing games. Interspersed among the book's chapters are several "interludes" that focus exclusively on either key literary texts that foreshadow what we now call "virtual reality," including those of Baudelaire, Huysmans, Ignatius de Loyola, Calvino, and science-fiction author Neal Stephenson, or recent efforts to produce interactive art forms, like the hypertext "novel" Twelve Blue, by Michael Joyce, and I'm Your Man, an interactive movie. As Ryan considers the fate of traditional narrative patterns in digital culture, she revisits one of the central issues in modern literary theory--the opposition between a presumably passive reading that is taken over by the world a text represents and an active, deconstructive reading that imaginatively participates in the text's creation.

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