Virtual reality Books

86 products


  • Computers and Society

    Oxford University Press Computers and Society

    Out of stock

    Book SynopsisThe last century has seen enormous leaps in the development of digital technologies, and most aspects of modern life have changed significantly with their widespread availability and use. Technology at various scales - supercomputers, corporate networks, desktop and laptop computers, the internet, tablets, mobile phones, and processors that are hidden in everyday devices and are so small you can barely see them with the naked eye - all pervade our world in a major way. Computers and Society: Modern Perspectives is a wide-ranging and comprehensive textbook that critically assesses the global technical achievements in digital technologies and how are they are applied in media; education and learning; medicine and health; free speech, democracy, and government; and war and peace. Ronald M. Baecker reviews critical ethical issues raised by computers, such as digital inclusion, security, safety, privacy,automation, and work, and discusses social, political, and ethical controversies and choTrade ReviewAn exceptional encyclopaedic review of the vital issues of our time - it's a remarkable accomplishment by a leading researcher, educator, and entrepreneur ... This astonishing book should be required reading for every computer science student to sensitize them to the realities of technology's impact on society. Instructors will appreciate the well-organized chapters with wise recommendations for research projects, debate topics, book reviews, ethical concerns, and almost 2000 references for further reading. * Ben Shneiderman, University of Maryland *Table of Contents1: Digital inclusion 2: Digital media and intellectual property 3: Computers in education and learning 4: Computers in medicine and health care 5: Free speech, politics, and government 6: Law and order, war and peace 7: Security 8: Safety 9: Privacy 10: Automation, work, and jobs 11: Artificial intelligence, explainability, trust, responsibility, and justice 12: Lifestyle

    Out of stock

    £96.00

  • Columbia University Press Journalism in the Age of Virtual Reality

    Out of stock

    Book SynopsisJohn V. Pavlik argues that a new form of media has emerged: experiential news, which delivers not just news stories but also news experiences, in which the consumer engages as a participant or virtual eyewitness in immersive, multisensory, and interactive narratives.Trade ReviewPavlik's thoughts about the future shape of [journalism] are intriguing. . . Highly recommended. * Choice *Remarkably clear, concise, engaging, analytical, readable, and thought-provoking book. -- Seok Kang * Journalism & mass Communication Quarterly *Pavlik offers practical strategies for the understanding and use of virtual reality and augmented reality both as immersive technologies and tools for imaginative but factual journalism. Soundly grounded in universal journalistic principles and values, Journalism in the Age of Virtual Reality confronts the benefits and challenges of this once-elusive technology now maturing and taking its place in the media ecosystem. A must-read for anyone tracking change in the world of media disarray and disruption. -- Everette E. Dennis, Northwestern University in QatarJohn V. Pavlik’s latest work provides a unique perspective on the evolution of journalism from the analogue to the digital. He suggests that the rise of experiential media may help mitigate the “internet echo chamber” represented through subjective media consumption often found through social media. Together with the rise of mobile broadband, the increased video and image resolution found on modern cellphones, and the variety of options available for consumer-level immersive gaming headsets, from Google Cardboard to the Oculus and HTC systems, Pavlik expertly guides the reader to an understanding of how experiential journalism may not only enhance but ultimately change the face of the field as we currently know it. -- Bryan W. Carter, University of ArizonaJournalism in the Age of Virtual Reality demystifies the often complex technologies used to produce and distribute experiential media. Pavlik traces the evolution of these technologies in a clear and concise manner with extensive interview content from experts in each of the key areas explored. This book is very much a future-oriented text that builds on the foundations of telecommunication and information science history to insightfully predict how experiential technologies might evolve in the decades ahead. -- Pete Seel, Colorado State UniversityTable of ContentsAcknowledgmentsIntroduction1. Experiential Stories: Situating the Transformation of Journalism in Historical Context2. Digital Design in Experiential News3. The News User Experience: Immersive, Interactive, and Multisensory4. Encoded Content5. Interactive Documentaries6. Drone Media and Beyond7. Economic, Regulatory, and Other Contextual Factors8. An Experiential News ParableNotesIndex

    Out of stock

    £60.00

  • Reality Media Augmented and Virtual Reality

    MIT Press Ltd Reality Media Augmented and Virtual Reality

    10 in stock

    Book SynopsisHow augmented reality and virtual reality are taking their places in contemporary media culture alongside film and television.TThis book positions augmented reality (AR) and virtual reality (VR) firmly in contemporary media culture. The authors view AR and VR not as the latest hyped technologies but as media—the latest in a series of what they term “reality media,” taking their places alongside film and television. Reality media inserts a layer of media between us and our perception of the world; AR and VR do not replace reality but refashion a reality for us. Each reality medium mediates and remediates; each offers a new representation that we implicitly compare to our experience of the world in itself but also through other media. The authors show that as forms of reality media emerge, they not only chart a future path for media culture, but also redefine media past. With AR and VR in mind, then, we can recognize their precursors in e

    10 in stock

    £29.00

  • Robotics in Physical Medicine and Rehabilitation

    Elsevier - Health Sciences Division Robotics in Physical Medicine and Rehabilitation

    Out of stock

    Book SynopsisTable of Contents1 Introduction-The Growing Role of Robotics in Health Care 2 How Robotics Will Affect the Practice of Medicine for Practitioners 3 How Robotics Will Affect the Experience of Health Care for Patients 4 Robot and Artificial Intelligence Companies Around the Globe 5 Medical Robotics in Acute Care Medicine (Urgent Care, Pain Management, and Robot-Assisted Surgery) 6 Robotics in Rehabilitation Medicine: Prosthetics, Exoskeletons, All Else in Rehabilitation Medicine 7 Neuroprosthesis Applications of Robotic Exoskeletons 8 Robots on the Battlefield and for Space Travel 9 The Economics of the Robotic Industry 10 Brain-Controlled Assistive Robotics and Prosthetics 11 Artificial Intelligence in Radiology 12 The Future of Robots in Medicine Index

    Out of stock

    £999.99

  • Building Virtual Reality with Unity and SteamVR

    Taylor & Francis Ltd Building Virtual Reality with Unity and SteamVR

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £48.99

  • In Search of the Virtual Class Education in an Information Society

    Taylor & Francis Ltd In Search of the Virtual Class Education in an Information Society

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £175.75

  • Virtual Theatres An Introduction

    Taylor & Francis Ltd Virtual Theatres An Introduction

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £135.00

  • Learner Autonomy and CALL Environments

    Taylor & Francis Learner Autonomy and CALL Environments

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £48.73

  • Scholastic Last Gamer Standing

    Out of stock

    Book SynopsisTwelve-year-old Reyna is an up-and-coming junior amateur gamer butdespite her rising popularity online, no one knows that behindher avatar is a Chinese American girl and gaming is still a boys'club. When she qualifies for the Dayhold Junior Tournament, sheknows she's got what it takes to win the championship title and the$10,000 prize.

    Out of stock

    £7.99

  • Handbook of Augmented Reality Training Design

    Cambridge University Press Handbook of Augmented Reality Training Design

    Out of stock

    Book SynopsisDesign principles integrate research findings with the real-world experiences of professional instructors. Featuring 11 design principles aimed at training recognition skills for people who must rapidly assess a situation and make a decision, this book is for anyone interested in using augmented reality and simulations to design better training.Trade Review'This handbook lays out the foundations of skilled decision making and cognitive performance, focusing on recognition skills as fundamental. Designing training for developing and improving cognitive performance has been a hidden practice offered by only a very few pioneering researchers and practitioners until now. This book opens the lid on how to do this effectively based on both cutting-edge theory and models in cognitive performance, as well as an understanding of the technology offering. Every technology company investing money into developing these technology-driven mixed-reality training systems should be reading this to ensure relevance, utility, usability, and adoption to their training organisation customers.' Rob Hutton, University of the West of England, UK'Augmented reality applications are unlikely to have an impact without guidelines for putting the technology into practice, and that's what this book delivers. It is clearly written, with a number of good examples. This book's implications extend beyond augmented reality - implications for anyone wanting to improve training programs.' Gary Klein, Cognitive Psychologist and CEO of ShadowBox LLC'Finally! A gem of a handbook on how to design virtual learning experiences. Building on the science of learning, this handbook offers practical guidance to create training that makes a difference and works. A must source for scientists, instructional designers, practitioners, and for all who engineer technology-based learning environments.' Eduardo Salas, Rice University, USATable of Contents1. Introduction; 2. Engagement; 3. Scenario Building; 4. Fidelity and Realism; 5. Supporting Mental Model Construction; 6. Scaffolding and Reflection; 7. Synthesis; 8. Conclusion; References; Index.

    Out of stock

    £999.99

  • Cambridge University Press Handbook of Augmented Reality Training Design Principles

    Out of stock

    a huge range and FREE tracked UK delivery on ALL orders.

    Out of stock

    £999.99

  • Peter Lang Publishing Inc Subjective Experiences of Interactive Nostalgia

    Out of stock

    Book SynopsisFrom explorations of video game series to Netflix shows to Facebook timelines, Subjective Experiences of Interactive Nostalgia helps readers understand what it is actually like to be nostalgic in a world that increasingly asks us to interact with our past. Interdisciplinary authors tackle the subject from historical, philosophical, rhetorical, sociological, and economic perspectives, all the while asking big questions about what it means to be asked to be active participants in our own mediated histories. Scholars and pop culture enthusiasts alike will find something to love as this collection moves from a look at traditional interactive media, such as video games, to nostalgia within all things digital and ends with a rethinking of the potentials of nostalgia itself.Table of ContentsRyan Lizardi: Introduction – Section 1: Playing Through Nostalgia – Ashley P. Jones: Reconstructing Lara: The Tomb Raider Reboot as Nostalgic Experience – Sebastian Felzmann: "Been There, Done That!": An Examination of Media Nostalgia as a Creative Practice for Creating New Retro Games – Jonathan M. Bullinger: Lego Historical War Sub-Cultures: Idealized Play and Nostalgia – Ryan Lizardi: The Development of Video Game Emulation and Its Subjective Nostalgic Experiences – Section 2: Digitally Nostalgic – Raymond Blanton: An Anthem for Outcasts: The Nostalgia of Friendship in Stranger Things – Alexandra Lippert/Carson S. Kay: Click for Dixie: Virtual Plantation Tours’ Use of White Nostalgia and Directed Narrative Experience – JeongHyun Lee: Subjectivities in Automated Nostalgia: Social Media and Everyday Nostalgic Longing for the Past/Present – Alexandra Bardan/Natalia Vasilendiuc: Representations of the Communist Period in Romanian Digital Communities: A Quest for Online "Displaced Nostalgia" – Section 3: Rethinking Nostalgic Experiences – Mani Mehrvarz/Maryam Muliaee: Media-as-Things: A Nonhistorical Nostalgia Through Failure – Emily Truman: Making Sense of Cultural Crisis: Radical Nostalgia, Iconic Representations, and Popular Culture – Sally J. Spalding: Assessing the Political Possibilities of Interactive Nostalgia – Contributors – Index.

    Out of stock

    £84.69

  • Peter Lang Publishing Inc Subjective Experiences of Interactive Nostalgia

    Out of stock

    Book SynopsisFrom explorations of video game series to Netflix shows to Facebook timelines, Subjective Experiences of Interactive Nostalgia helps readers understand what it is actually like to be nostalgic in a world that increasingly asks us to interact with our past. Interdisciplinary authors tackle the subject from historical, philosophical, rhetorical, sociological, and economic perspectives, all the while asking big questions about what it means to be asked to be active participants in our own mediated histories. Scholars and pop culture enthusiasts alike will find something to love as this collection moves from a look at traditional interactive media, such as video games, to nostalgia within all things digital and ends with a rethinking of the potentials of nostalgia itself.Table of ContentsRyan Lizardi: Introduction – Section 1: Playing Through Nostalgia – Ashley P. Jones: Reconstructing Lara: The Tomb Raider Reboot as Nostalgic Experience – Sebastian Felzmann: "Been There, Done That!": An Examination of Media Nostalgia as a Creative Practice for Creating New Retro Games – Jonathan M. Bullinger: Lego Historical War Sub-Cultures: Idealized Play and Nostalgia – Ryan Lizardi: The Development of Video Game Emulation and Its Subjective Nostalgic Experiences – Section 2: Digitally Nostalgic – Raymond Blanton: An Anthem for Outcasts: The Nostalgia of Friendship in Stranger Things – Alexandra Lippert/Carson S. Kay: Click for Dixie: Virtual Plantation Tours’ Use of White Nostalgia and Directed Narrative Experience – JeongHyun Lee: Subjectivities in Automated Nostalgia: Social Media and Everyday Nostalgic Longing for the Past/Present – Alexandra Bardan/Natalia Vasilendiuc: Representations of the Communist Period in Romanian Digital Communities: A Quest for Online "Displaced Nostalgia" – Section 3: Rethinking Nostalgic Experiences – Mani Mehrvarz/Maryam Muliaee: Media-as-Things: A Nonhistorical Nostalgia Through Failure – Emily Truman: Making Sense of Cultural Crisis: Radical Nostalgia, Iconic Representations, and Popular Culture – Sally J. Spalding: Assessing the Political Possibilities of Interactive Nostalgia – Contributors – Index.

    Out of stock

    £34.06

  • Virtual Reality Methods

    Bristol University Press Virtual Reality Methods

    Out of stock

    Book SynopsisSince the mid-2010s, virtual reality (VR) technology has advanced rapidly. This book explores the many opportunities that VR can offer for humanities and social sciences researchers. It provides a user-friendly, non-technical methods guide to using ready-made VR content and 360 video as well as creating custom materials.Table of ContentsWhat is VR and why use it in research? Working with existing VR material: content analysis Working with existing VR material: activities with participants Working with social VR Creating 360° imagery Creating original VR content Conclusion: next steps in VR research  

    Out of stock

    £43.19

  • Virtual Reality and the Criminal Justice System

    Lexington Books Virtual Reality and the Criminal Justice System

    Out of stock

    Book SynopsisVirtual Reality (VR) is becoming a popular technology for gaming and entertainment; however, researchers and scientists have used the technology for decades to develop real world solutions. The criminal justice system has used VR primarily for weapons training and forensic investigation but its uses are expanding. This book discusses how the technology can be used for correctional rehabilitation. Specifically, the book explores how cognitive behavior therapy, a widely used therapeutic technique used to treat offenders, can be improved using VR. Offenders can learn new skills, role play, and practice what they've learned in a safe, controlled environment that mimics situations they may find when back in the community. Additionally, those without access to services can use the technology to attend virtual groups offered by trained facilitators no matter where they live. With current limitations on resources, VR can offer criminal justice practitioners another option for offender rehabiliTrade ReviewThis is a timely and important book and should be compulsory reading for both professionals and criminologists working in the field of offender rehabilitation. -- Jean-Louis van Gelder, Netherlands Institute for the Study of Crime and Law EnforcementThis book is a great read for those considering research or just seeking knowledge on the use of virtual reality as a mechanism for behavioral change in the context of correctional rehabilitation. -- Don Cox, board advisor for Virtual RehabThe technology for creating compelling and emotionally evocative virtual reality experiences that can now be delivered using low-cost consumer equipment has arrived! The growing maturity and availability of VR technology has served to spawn creative explorations into its use for addressing real human problems that go well beyond VR’s popular application in gaming and entertainment. Criminal justice and correctional rehabilitation can now be added to the list along with other pro-social VR efforts in mental health, physical medicine, education, art, and journalism. Ticknor’s overview of how VR can be applied to the very real problem of correctional rehabilitation concisely details a relatively unexplored area where VR makes sense and could have a tangible and meaningful impact on the lives of many. The book provides a basic roadmap for exciting things to come in the field of corrections and will certainly ignite thinking on how VR could be used to take on this important societal challenge. -- Skip Rizzo, University of Southern CaliforniaTable of ContentsPart 1: What Is Virtual Reality and How Has It Been Used? Introduction: Defining Virtual Reality 1. Current Uses of Virtual Reality 2. Current Uses of VR in Criminal Justice Part 2: VR and Correctional Rehabilitation 3. Virtual Reality and Offender Assessment 4. Virtual Reality and Offender Treatment 5. Implementation Conclusion: Final Considerations

    Out of stock

    £68.40

  • Nova Science Publishers Inc An In Depth Look at Virtual Reality

    Out of stock

    Book SynopsisThis book summarises research findings relating to virtual reality implementation for pain assessment and treatment, reviewing the literature in pediatric and adult pain care for acute and chronic conditions across several pain populations. The authors provide detailed information about the effect mechanisms of virtual reality for Parkinson's disease, and the virtual reality interventions for rehabilitation of Parkinson's disease in terms of assessment and treatment. Anxiety disorders, such as specific phobia, post-traumatic stress disorder, and social anxiety disorder have garnered the greatest therapeutic attention due to the advantages that applying exposure therapy techniques in a virtual reality environment has over many real-life exposure situations. Later, in order to further improve the intelligence level of a fully mechanized coal mining face and construct a stable and reliable monitoring system of hydraulic support, a monitoring method of hydraulic support in a virtual environment is proposed. In order to further improve the intelligence level of fully mechanized coal mining face and construct a stable and reliable monitoring system of hydraulic support which is of guiding significance to actual production, a monitoring method of hydraulic support in virtual environment is proposed. In the concluding study, using meta-analysis methods and combining the basic elements of teaching system design, a quantitative analysis of 60 quasi-experimental or experimental virtual reality and augmented reality studies is conducted.

    Out of stock

    £113.59

  • O'Reilly Media Virtual Private Networks 2e

    Out of stock

    Book SynopsisHistorically, only large companies could afford secure networks, which they created from expensive leased lines. Smaller folks had to make do with the relatively untrusted Internet. Nowadays, even large companies have to go outside their private nets, because so many people telecommute or log in while they're on the road. How do you provide a low-cost, secure electronic network for your organization? The solution is a virtual private network: a collection of technologies that creates secure connections or "tunnels" over regular Internet lines -- connections that can be easily used by anybody logging in from anywhere. A number of products now exist to help you develop that solution. This book tells you how to plan and build a VPN. It starts with general concerns like costs, configuration, and how a VPN fits in with other networking technologies like firewalls. It continues with detailed descriptions of how to install and use VPN technologies that are available for Windows NT and UNIX, such as PPTP and L2TP, Altavista Tunnel, Cisco PIX, and the secure shell (SSH). New features in the second edition include SSH, which is a popular VPN solution for UNIX systems, and an expanded description of the IPSec standard, for which several vendors have announced support. Topics include: How the VPN compares to other available networking technologies Introduction to encryption, firewalls, the IPSec standard, and other technologies that let VPNs work Point to Point Tunneling Protocol (PPTP) and LT2P The Altavista Tunnel The Cisco PIX Firewall Secure Shell (SSH) Maintenance and troubleshootingTable of ContentsPreface 1. Why Build a Virtual Private Network? What Does a VPN Do? Security Risks of the Internet How VPNs Solve Internet Security Issues VPN Solutions A Note on IP Address and Domain Name Conventions Used in This Book 2. Basic VPN Technologies Firewall Deployment Encryption and Authentication VPN Protocols Methodologies for Compromising VPNs Patents and Legal Ramifications 3. Wide Area, Remote Access, and the VPN General WAN, RAS, and VPN Concepts VPN Versus WAN VPN Versus RAS 4. Implementing Layer 2 Connections Differences Between PPTP, L2F, and L2TP How PPTP Works Features of PPTP 5. Configuring and Testing Layer 2 Connections Installing and Configuring PPTP on a Windows NT RAS Server Configuring PPTP for Dial-up Networking on a Windows NT Client Configuring PPTP for Dial-up Networking on a Windows or 98 Client Enabling PPTP on Remote Access Switches Making the Calls Troubleshooting Problems Using PPTP with Other Security Measures 6. Implementing the AltaVista Tunnel Advantages of the AltaVista Tunnel System AltaVista Tunnel Limitations How the AltaVista Tunnel Works VPNs and AltaVista 7. Configuring and Testing the AltaVista Tunnel Getting Busy Installing the AltaVista Tunnel Configuring the AltaVista Tunnel Extranet and Telecommuter Server Configuring the AltaVista Telecommuter Client Troubleshooting Problems 8. Creating a VPN with the Unix Secure Shell The SSH Software Building and Installing SSH SSH Components Creating a VPN with PPP and SSH Troubleshooting Problems A Performance Evaluation 9. The Cisco PIX Firewall The Cisco PIX Firewall The PIX in Action Configuring the PIX as a Gateway Configuring the Other VPN Capabilities 10. Managing and Maintaining Your VPN Choosing an ISP Solving VPN Problems Delivering Quality of Service Security Suggestions Keeping Yourself Up-to-Date 11. A VPN Scenario The Topology Central Office Large Branch Office Small Branch Offices Remote Access Users A Network Diagram A. Emerging Internet Technologies B. Resources, Online and Otherwise Index

    Out of stock

    £23.99

  • Prometheus Books Cyberseduction: Reality in the Age of

    Out of stock

    Book SynopsisBorn from today's evolutionary psychology and its studies of developing human behaviour 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" 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.

    Out of stock

    £21.25

  • Nova Science Publishers Inc Playing to Learn: Experiences in Virtual Biology

    Out of stock

    Book SynopsisPlay is human nature, which we remember and return to because of the excitement involved. Hence, play is in most cultures used in learning common rules and in achieving social harmony among children as well as adults. Additionally, practical subjects such as science include playful interaction with objects. This book outlines theoretical frameworks that apply in playing to learn and characteristics of games that are important in encouraging learning. Regrettably however, abstract and boring systems, as well as watching television, replace such enjoyment in learning. Fortunately, robust virtual environments and realities ease the rigour in designing and in executing educational play. It has to be noted that virtual environments are now designed for television sets, mobile telephones and computers. Therefore, the book ''Information and Communications Technology'' (ICT) includes all of such technologies, although the cases reported here are specifically computer games.

    Out of stock

    £999.99

  • Nova Science Publishers Inc Virtual Reality

    Out of stock

    Book Synopsis

    Out of stock

    £146.24

  • Master Builder Respawned: Minecraft Earth and the

    Triumph Books Master Builder Respawned: Minecraft Earth and the

    Book SynopsisIt’s been over ten years since Minecraft first launched, forever altering the video game landscape. With a community of more than 90 million monthly users, plus plenty of exciting updates, the game continues to evolve and is now more popular than ever! Master Builder Respawned is the complete, unauthorized guide to your favorite sandbox game. With this fully up-to-date collection of tips and tricks, everything you see in the world of Minecraft can be manipulated and changed to match your imagination! Topics covered include mods, mini-games, and expert advice for seriously impressive builds. Additional chapters take a look at the brand new mobile game Minecraft Earth and provide information about the highly-anticipated Minecraft Dungeons game. Whether you’re just now joining the community or you’re a Diamond armor-wearing expert, there’s always something new to learn. So grab your Pickaxe, pick up this book, and let’s get building!

    £13.25

  • Nova Science Publishers Inc A Beginner's Guide to Virtual Reality (VR)

    Out of stock

    Book SynopsisThis book aims to guide using 3D modeling techniques, texturing, and assigning material by using healthcare as the core application for demonstration. Blender is a free and open-source digital content creation (DCC) tool that provides the freedom to users of different backgrounds to get started quickly. The demonstrating of healthcare application enables related expertise to be equipped with modeling and rendering techniques through understanding background knowledge in character modeling, dressing and animation in healthcare application. The target audience includes professionals and researchers working in virtual reality, computer graphics, computer simulation, design, visual arts in various disciplines (eg: computer science, design, art, healthcare, rehabilitation, education, and information technology).Table of ContentsPreface; Brief Introduction of Blender Functionality and User Interface; Geometric Modeling; Sculpting; UV Editing; Rigging; Material; Rendering; Exporting 3D Assets; Additional Content -- MakeHuman; Additional Content -- Marvelous Designer; Modeling Tutorial Syringe; Modeling Tutorial Scalpel; References; About the Authors; Index.

    Out of stock

    £67.99

  • Emerald Publishing Limited Designing XR: A Rhetorical Design Perspective for

    Out of stock

    Book SynopsisThe long-standing cultural imperative of augmenting human intellect continues to move ever closer to its full manifestation, described by Marshall McLuhan as an extension of the human nervous system. The escalating blending of immersive technologies with advanced computation has created an emerging domain which increasingly allows socio-technical system makers to produce not only human-computer interactions, but advanced, multi-minded human+computer (H+C) systems. The critical shift toward user immersion within systems of digital information and simulation makes the scale of immersive media's potential impact on human life, culture and well-being unlike that of any previous medium. In Designing XR, Peter (Zak) Zakrzewski presents H+C immersion as a multi-dimensional design problem - a Research Through Design (RTD) zone which addresses the question of: How can transformative design-thinking-based knowledge system complement the existing human-computer interaction (HCI) invention model to contribute to the creation of more participatory, socially viable, and humane immersive media environments? The book lays out a proposal for ushering the creation of ecologically sound augmented mind based on two essential tasks. The first involves a framework for the design, implementation, and iteration of purposeful, multi-minded, participatory immersive H+C systems. The second focuses on the extended reality experience (XRX) design practice that rhetorically invites users to actively engage with immersive systems while fully exercising their autonomy and agency based on informed choice.Table of ContentsChapter 1. What is Mind? Chapter 2. Probing the Frame: Immersion is not Interaction Chapter 3. Designing the Artificial: Balancing the Ego-Logical and Ecological Thinking Chapter 4. The Ecology of the Augmented Mind: Designing Immersive Human+Computer Systems Chapter 5. Extended Reality Experience (XRX) Design: The Multimodal Rhetorical Framework for Creating Persuasive Immersion

    Out of stock

    £70.29

  • Pipeline Real-time Data Integration and Pipeline

    Springer Nature Switzerland AG Pipeline Real-time Data Integration and Pipeline

    Out of stock

    Book SynopsisAs the second volume of the "Digital Oil & Gas Pipeline: Research and Practice" series of monographs, this book introduces the implementation strategies, examples and technical roadmaps of two important aspects of the Digital Oil & Gas Pipeline construction: pipeline real-time data integration and pipeline network virtual reality system. Two example of pipeline real-time data integration are elaborated: integration of pipeline WebGIS (Geographic Information System) and pipeline SCADA (Supervisory Control and Data Acquisition) via OPC (OLE for Process Control) technology, integration of pipeline network virtual reality system and pipeline SCADA via OPC, JNI (Java Native Interface) and SAI (Scene Access Interface). The pipeline network virtual reality system aims for the pipeline virtual expression, interaction, and 3D visual management. It can be used for pipeline route visual design and plan, immersive pipeline industry training, remote visual supervision and control, etc. The implementation details of the pipeline network virtual reality system, including 3D pipeline and terrain modeling with X3D (Extensible 3D) technology, improving large-scene display performance and speed in the network environment using LOD (Level of Detail) technology, interaction of virtual pipeline scenes, and pipeline 3D visual monitoring, are also introduced. The knowledge and experience delivered by this book will provide useful reference for the readers from the industries of oil & gas pipeline, GIS, Virtual Reality, industrial control, etc.Table of Contents

    Out of stock

    £999.99

  • Embodied Human–Computer Interaction in Vocal

    Springer International Publishing AG Embodied Human–Computer Interaction in Vocal

    Out of stock

    Book SynopsisThis SpringerBrief provides a unique insight into the practice and research of the connections between voice, HCI and embodiment. Specifically, it explores how the voice can be embodied and mediated by means of gestural communication through sensor interfaces and aims to situate and contextualise various aspects that generate meaningful connections in such interactive interface performance. The author offers an approach for understanding creative practices between humans and computers in gestural live music performance, from the perspective of the embodied relationships created within such systems. Underlying practices, principles and sensor technologies that support creativity in embodied human-computer interaction in vocal music performance are examined and a dynamic framework and tools for anyone wishing to engage with this subject in depth are presented. The book is essential reading not only for musicians, composers, researchers, application developers, musicologists and educators but also for students and tertiary institutions as well as actors and dramaturgs in a music context. Trade Review“Baumann provides an analytical framework for the various aspects that generate meaningful connections in interface performances. The book’s four chapters are devoted to the author’s practical experience with how music is localized and contextualized from the “creative potential of the abstract vocal terrain’ … through low- to high-level languages and interface configurations. … The book’s methodology is based on interviews with artists, nontraditional academic sources, and cognitive suggestions that Baumann captures from her life experiences with music.” (Romina Fucà, Computing Reviews, July 31, 2023)Table of ContentsIntroduction.- The embodied voice.- The mediated voice.- Embodied interface performance with gestural systems.

    Out of stock

    £37.99

  • Extended Reality and Metaverse: Immersive Technology in Times of Crisis

    Springer International Publishing AG Extended Reality and Metaverse: Immersive Technology in Times of Crisis

    1 in stock

    Book SynopsisThis book features the latest research in the area of immersive technologies as presented at the 7th International Extended Reality (XR) Conference, held in Lisbon, Portugal in 2022.Bridging the gap between academia and industry, it showcases the latest advances in augmented reality (AR), virtual reality (VR), extended reality (XR) and metaverse and their applications in various sectors such as business, marketing, retail, education, healthcare, tourism, events, fashion, entertainment, and gaming. The volume gathers selected research papers by prominent AR, VR, XR and metaverse scholars from around the world. Presenting the most significant topics and latest findings in the fields of augmented reality, virtual reality, extended reality and metaverse, it will be a valuable asset for academics and practitioners alike.Table of Contents“​Opening and Closing Virtual Reality” The Effects of Openness on Interpretation of and Attitude towards Virtual Reality Advertisements.- AR In-Store Solutions for Different Fashion Retail Environments: Retailers’ Perspectives.- How Cognitive Flexibility Affects Sense of Power in a Coffee Virtual Setting: the Moderating Role of Personality Traits.- The Great Unknown: How Brand Familiarity Affects the Relationship Between Augmented Reality and Brand Attitude in the Retail Industry.- Augmented Reality (AR) Brand Storytelling: The Role of Flow in Attitude Formation and Associative Learning.

    1 in stock

    £142.49

  • Human Reconstruction Using mmWave Technology

    Springer-Verlag GmbH Human Reconstruction Using mmWave Technology

    Out of stock

    Out of stock

    £999.99

  • de Gruyter Digital Transformation in Healthcare 5.0

    Out of stock

    Book Synopsis

    Out of stock

    £145.50

  • Springer Fachmedien Wiesbaden Grundlagen der virtuellen Realität: Von der

    Out of stock

    Book SynopsisDie uns bekannte Realität kann heute mit technischen Verfahren aufgezeichnet und wirklichkeitsgetreu wiedergegeben werden. Raum und Zeit werden in der künstlichen Realität als Kopie wieder virtuell erschaffen. Die Wiedergabe der virtuellen Realität beschränkt sich aber nicht auf die reine Kopie des Vorhandenen. Ein Besucher des virtuellen Raumes muss sich nicht mit dem verpixelten Abbild des Altbekannten begnügen, sondern kann in der Scheinwelt irrealen Erscheinungen begegnen, die real nie existiert haben oder sogar physikalisch unmöglich sind. Das ermöglicht eine Erweiterung der aufgezeichneten Realität und erlaubt die Wahrnehmung überraschend neuer Perspektiven.Eine Perspektive bezeichnet dabei die Wahrnehmung eines Sachverhaltes von einem bestimmten Standpunkt aus und entspricht der Betrachtungsweise. Eine Perspektive ist aber ebenfalls die Beobachtung einer Szene aus einer Betrachtungsposition. Aus verschiedenen Perspektiven entsteht bei der Wiedergabe durch Betrachtung die Illusion der Realität. Diese Vision beruht weder auf Einbildung noch Halluzination, sondern ist die Grundfunktion der virtuellen Realität. In diesem Buch werden die Konzepte, Systeme und Technologien zur Erzeugung der virtuellen Realität von den antiken Anfängen bis in die Gegenwart beschrieben und ein Ausblick in eine mögliche Zukunft gegeben.Table of ContentsEinleitung.- Entdeckung der Perspektive.- Bilder aus Licht.- Virtuelle Illusionen.- Virtuelle Räume.- Schlussbetrachtung.- Personenregister.

    Out of stock

    £52.24

  • Immersive Virtuelle Realität: Grundlagen,

    Springer Fachmedien Wiesbaden Immersive Virtuelle Realität: Grundlagen,

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    Book SynopsisVollständig realistische Erfahrungen in einer virtuellen Welt anbieten: Darum geht es bei Immersiver Virtueller Realität. Das ausführliche Lehrbuch bietet Studierenden der Informatik, Medien-, Ingenieur- oder Sozialwissenschaften sowie Medienschaffenden und Anwendern immersiver Umgebungen ein anschauliches Nachschlagewerk zu einschlägigen Lehrveranstaltungen oder zum Selbststudium. Dabei adressiert das Buch alle Aspekte immersiver Medien, die für ein ganzheitliches Verständnis relevant sind: Die ersten Kapitel führen in die theoretischen Grundlagen ein. Diese behandeln die verschiedenen Ausprägungender Realität sowie das Metaversum als Zukunftsvision des Internets, geben einen historischen Überblick, beschreiben relevante Sinne und setzen sich mit Interaktion, Interface und Fortbewegung auseinander. Die darauffolgenden Kapitel veranschaulichen die zugrundeliegenden Technologien wie Sensorik, Tracking und Ausgabetechniken einschließlich Stereoskopie und kopfbezogener Übertragungsfunktion. Der letzte Teil des Buches gibt praxisnahe Einblicke in die unterschiedlichen Anwendungsbereiche: Unterhaltung, soziale Interaktion, Lehren und Lernen, Entwicklung sowie soziologische und medientheoretische Forschung.Table of ContentsDimensionen der Realität - Künstliche Welten im historischen Überblick - Wie wir die Welt wahrnehmen - Gesundheitliche und soziale Aspekte - Interaktion - Benutzungsoberfläche - Fortbewegung - Erfassung des Nutzers - Tracking - Ausgabesysteme - Filmische virtuelle Realität - Soziale virtuelle Realität - Immersives Lernen - VR-Spiele - Standortbezogene virtuelle Realität - Immersive Entwicklung - Forschungsgegenstand und -tool

    Out of stock

    £31.34

  • Wageningen Academic Publishers Horská, Neuromarketing in food retailing

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    Book Synopsis'Neuromarketing in food retailing' provides the reader with fundamental theoretical and practical neuromarketing issues applied in food retailing. It covers essential terminology, interdisciplinary relations of neuromarketing and neuropsychology, ethical issues, neuromarketing research methods and applications from the sphere of consumer behaviour, visual merchandising in retailing and services. A final chapter is devoted to the future of neuromarketing including new trends in marketing and technologies as well as augmented reality and virtual reality. The book provides the readers (university students, scholars, retailers and other professionals) with tips on how to use neuromarketing techniques to reveal and understand hidden consumer reactions and make conditions for shopping more convenient and effective.

    Out of stock

    £999.99

  • Wageningen Academic Publishers The use of consumer neuroscience in aroma marketing

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    Book SynopsisSmell is one of the most sensitive senses and is closely connected with emotions. Everyone has experienced a moment where a scent changed their mood and brought up memories. In this book monitoring of the effect of aromas on consumer emotions is described. It starts with a general overview of the role of scents in marketing and the use of neuroscience tools in monitoring the impact of the stimuli on consumer emotions. Tools used by the authors are a consumer neuroscience tool - electroencephalography (EEG), a biometric method that monitors the galvanic skin response or skin perspiration (GSR), and a traditional data collection method - a questionnaire. With these tools, consumer response to three selected scents were monitored. One of the initial scents was selected and tested under ‘normal’ restaurant conditions. The authors describe how the information was obtained, and how the effect on consumer emotions was determined. 'The use of consumer neuroscience in aroma marketing' concludes with recommendations to improve the effectiveness of aromatisation in practice.

    Out of stock

    £999.99

  • Advanced Intelligent Virtual Reality

    Springer Verlag, Singapore Advanced Intelligent Virtual Reality

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    Book SynopsisThis book gathers a collection of selected works and new research results of scholars and graduate students presented at the 6th International Conference on Artificial Intelligence and Virtual Reality (AIVR 2022) via the Internet, during July 22-24 2022, hosted and organized by Sojo University in conjunction with other three universities and Beijing Huaxia Rongzhi Blockchain Technology Institute. The focus of the book is interdisciplinary in nature and includes research on all aspects of artificial intelligence and virtual reality, from fundamental development to the applied system. The book covers topics such as system techniques, performance, and implementation; content creation and modelling; cognitive aspects, perception, user behaviour; AI technologies; interactions, interactive and responsive environments; AI/VR applications and case studies.Table of ContentsPart 1: Invited Paper.- Chapter 1. Paraconsistency and Paracompleteness in AI: Review Paper.- Part 2: Regular Papers.- Chapter 2. Decision Support Multi-agent Modeling and Simulation of Aeronautic Marine Oil Spill Response.- Chapter 3. Transferring Dense Object Detection Models to Event-based Data.- Chapter 4. Diagnosing Parkinson’s Disease Based on Voice Recordings: Comparative Study Using Machine Learning Techniques.- Chapter 5. Elements of Continuous Reassessment and Uncertainty Self-Awareness: A Narrow Implementation for Face and Facial Expression Recognition.- Chapter 6. Topic-aware Networks for Answer Selection.- Chapter 7. Design and Implementation of Multi_Scene Immersive Ancient Style Interaction System Based on Unreal Engine Platform.- Chapter 8. Auxiliary Figure Presentation Associated with Sweating on a Viewer’s Hand in order to Reduce VR Sickness.- Chapter 9. Design and Implementation of Immersive Display Interactive System Based on New Virtual Reality.- Chapter 10. 360-Degree Virtual Reality Videos in EFL Teaching: Student Experiences.- Chapter 11. Research on Chinese Garden Art Appreciation Based on Virtual Technology.- Chapter 12. Medical-Network (Med-Net): A Neural Network for Breast Cancer Segmentation in Ultrasound Image.- Chapter 13. Auxiliary Squat Training Method Based on Object Tracking.- Chapter 14. Study on the Visualization Modeling of Aviation Emergency Rescue System Based on Systems Engineering.- Chapter 15. An AI-based System Offering Automatic DR-enhanced AR for Indoor Scenes.- Chapter 16. Extending Mirror Therapy into Mixed Reality – Design and Implementation of the application PhantomAR to alleviate phantom limb pain in upper limb amputees.- Chapter 17. An Analysis of Trends and Problems of Information Technology Application Research in China's Accounting Field based on CiteSpace.- Chapter 18. Augmented Reality Framework and Application for Aviation Emergency Rescue Based on Multi-Agent and Service.

    Out of stock

    £999.99

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    £999.99

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    £999.99

  • Out of stock

    £999.99

  • Interfaceless: Conscious Design for Spatial Computing with Generative AI

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Interfaceless: Conscious Design for Spatial Computing with Generative AI

    Out of stock

    Book SynopsisExplore the possibilities spatial computing and its integration with AI can provide beyond the confines of a traditional user interface. Spatial computing brings together physical and virtual worlds and systems. This book offers an insightful journey into harmonizing user-centered design with the vast potential of AI in spatial computing. You'll start by exploring key concepts and processes in relation to conscious design and traditional computer interfaces. You'll then be introduced to the Mindful Spatial Design Framework (MSDF) and the rapidly evolving world of generative AI and its potential to transform design processes.Once the key concepts are mastered, you'll start to put them into practice and see how to design, prototype, and test interfaceless systems and environments that are seamless and user-friendly. In doing so you'll consider topics such as functionality and aesthetics, as well as how AI can improve automation and testing. The book concludes by looking at ethical AI considerations and best practices as well as looking at next steps and future developments of spatial computing and interfaceless design. As these invisible interfaces become more prevalent, understanding the key principles of conscious design is pivotal. Interfaceless will expand your knowledge base in these areas. What You'll Learn Incorporate conscious design principles in spatial computing projects. Leverage AI to enhance UX in spatial contexts. Develop strategies to address design challenges as we move beyond physical interfaces. See how VR/XR apps, devices, and generative AI are rapidly changing how we perceive and interact with the digital realm. Who This Book Is ForUX/UI designers, developers, and tech enthusiasts eager to grasp the future of HCI. Table of ContentsChapter 1: Setting the Stage for the 'Interfaceless' Future.- Chapter 2: Exploring Generative AI and Its Transformative Power.- Chapter 3: Principles of Mindful and Conscious Design.- Chapter 4: The Evolving Role of AI: Automation and Beyond.- Chapter 5: Complexity, Simplicity, and True Minimalism.- Chapter 6: A Deep Dive into Interfaceless Environments.- Chapter 7: From Theory to Practice: Implementing 'Interfaceless' Designs.- Chapter 8: Ethical Design in an AI-Driven World.- Chapter 9: The Road Ahead: Predictions and Preparations.- Chapter 10: Concluding Thoughts and the Future Vision.- Appendix A: Resources and Tools for 'Interfaceless' Design.- Appendix B: Glossary of AI, Design and Key Terms.- Appendix C: Resources for Further Learning.- Appendix B: References.

    Out of stock

    £999.99

  • The Evolune Metaverse

    Apress The Evolune Metaverse

    Out of stock

    Book SynopsisChapter1. Introduction to Artificial Intelligence and the Metaverse.- Chapter 2. Generative AI Solutions for Creativity and Prediction.- Chapter 3. Blockchain: The Foundation of Digital Trust.- Chapter 4. Synergies Between Machine Learning and Blockchain Technologies.- Chapter 5. Unveiling the Metaverse and Digital Twins.- Chapter 6. The Evolution of Computational Graphics.- Chapter 7. Navigating The Legal and Security Landscape.- Chapter 8: Hyper-Realistic Graphic Design, Spatial Computing and Its Future.- Chapter 9: Integrating AI, Blockchain, and Digital Twins in Real Projects.- Chapter10: Future Directions: AI, Blockchain, and Beyond.

    Out of stock

    £999.99

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