Virtual reality Books
De Gruyter Augmented and Virtual Reality in Social Learning:
Book SynopsisThis book focuses on the design, development, and analysis of augmented and virtual reality (AR/VR)-based systems, along with the technological impacts and challenges in social learning. Social Learning provides a comprehensive approach to researching methods in the emerging fields of AR/VR. The contributors of this book outline the state-of-the-art implementation of AR/VR for the Internet of Things, Blockchains, Big Data, and 5G within AR/VR systems.
£123.50
Springer Verlag, Singapore Advanced Intelligent Virtual Reality
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.
£189.99
Oxford University Press, USA eGods
Book SynopsisWilliam Bainbridge contends that the worlds of massively multiplayer online roleplaying games provide a new perspective on the human quest, one that combines the arts and simulates most aspects of real life. The quests in gameworlds also provide meaning for human action, in terms of narratives about achieving goals by overcoming obstacles.Trade RevieweGods may serve as a helpful reference for those researching online gaming, religious symbols, or considering a literary analysis of gaming environments. * Daniel B. Shank, Sociology of Religion *Table of ContentsChapter 1: Disbelief ; Chapter 2: The Culture Game ; Chapter 3: Deities ; Chapter 4: Souls ; Chapter 5: Priests ; Chapter 6: Shrines ; Chapter 7: Magic ; Chapter 8: Morality ; Chapter 9: Cults ; Chapter 10: Death ; Chapter 11: Quests ; Appendix: The Gameworlds
£27.54
Taylor & Francis Ltd Building Virtual Reality with Unity and SteamVR
a huge range and FREE tracked UK delivery on ALL orders.
£46.54
Taylor & Francis Ltd In Search of the Virtual Class Education in an Information Society
a huge range and FREE tracked UK delivery on ALL orders.
£175.75
Taylor & Francis Ltd Virtual Theatres An Introduction
a huge range and FREE tracked UK delivery on ALL orders.
£128.25
Taylor & Francis Learner Autonomy and CALL Environments
a huge range and FREE tracked UK delivery on ALL orders.
£37.99
Cambridge University Press Handbook of Augmented Reality Training Design Principles
a huge range and FREE tracked UK delivery on ALL orders.
£85.50
HarperCollins Publishers Inc Future Presence
Book SynopsisTrade Review“With Future Presence, Peter Rubin gets at the heart of why everyone – not just gamers, technophiles, or sci-fi fans – should be excited about Virtual Reality and how it will change their lives.” — Shuhei Yoshida, President of Worldwide Studios at PlayStation “A cool, smart take on virtual reality. Peter Rubin approaches a deliriously infinite topic not only with brain, but with heart.” — Jaron Lanier, author of Dawn of the New Everything: Encounters with Reality and Virtual Reality and godfather of VR “This book is like talking to your smartest, funniest friend about technology over drinks at your local bar. And you might need a drink to ready your body—because the future is now.” — Aisha Tyler, director, actor, podcaster, and New York Times bestselling author of Self-Inflicted Wounds
£12.34
MIT Press Ltd Reality Media Augmented and Virtual Reality
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
£29.00
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
Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Interfaceless: Conscious Design for Spatial Computing with Generative AI
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.
£35.99
Apress The Evolune Metaverse
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.
£39.99