Virtual worlds Books
IntechOpen Massive Open Online Courses Learning Frontiers and Novel Innovations
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£999.99
Routledge Exploring Extended Realities
Book Synopsis
£42.99
John Wiley & Sons Inc Projects Without Boundaries
Book SynopsisClear, proven solutions for virtual project management challenges Projects Without Boundaries offers project managers a clear framework for bringing both project management practices and project team leadership principles to the virtual space. Written by a team of authors with years of experience managing nationally and internationally distributed teams, this book provides a suite of best practices, checklists, and actionable strategies for managing a project and building a high-performing team in a virtual and multicultural environment. Real-world examples illustrate the application of the concepts discussed, and the Virtual Project Readiness Assessment facilitates both team evaluation and transformation planning for virtual project management improvement. Each chapter focuses on the critical challenges encountered while managing virtual projects and details proven solutions that improve a virtual organization, boost project performance, and facilitate pTable of ContentsPreface vii Acknowledgments ix I Introduction 1 1 Working in a Virtual World 3 Forces Driving Virtual Transformation 5 Rise of Virtual Organizations and Projects 9 Virtual Projects Are Different 10 Transitioning to the Virtual World 18 Assessing the Virtual Project Manager 19 Notes 22 II Planning the Virtual Project, Building the Virtual Team 23 2 Planning the Virtual Project 25 Planning a Virtual Project 26 Establishing Project Alignment 31 Architecting the Virtual Project 36 Understanding the Complexity of Virtual Projects 37 With Complexity Comes Risk 41 Planning Virtual Communication 43 Assessing Virtual Project Planning 45 Notes 48 3 Building a High-performance Virtual Team 49 Virtual Project Team Types 50 Differentiating High-Performance 55 Building a High-Performance Virtual Project Team 56 Assessing Virtual Project Team Members 68 Notes 69 III Managing Project Execution, Leading the Virtual Team 71 4 Executing the Virtual Project 73 Managing Assumptions 75 Hyper-vigilant Governance 76 Managing Outsourced Project Work 84 Managing Change 85 Integrating Distributed Work 87 People Side of Project Execution 89 Influencing Virtual Stakeholders 92 Assessing Virtual Project Execution 99 Notes 101 5 Leading the Virtual Project Team 103 Be the Project Compass 104 Be the Team Conductor 105 Be the Champion 106 Recognizing the Virtual Team 115 Leverage Your Leadership Style 117 Adding “E” to Leadership 119 Becoming an Effective Virtual Team Leader 120 Assessing Virtual Team Performance 120 Notes 122 6 Empowering the Project Network 125 Centralize First 125 Empowering by Decentralizing 133 Centralized/Decentralized Project Construct 148 Assessing Virtual Team Collaboration 149 Notes 151 IV Organizational Considerations 153 7 Leading a Multicultural Virtual Team 155 Putting Culture in Context 156 Cultural Intelligence 157 Challenges of Multicultural Virtual Project Teams 157 Cultural Factors 158 Creating a Cultural Strategy 165 Converging Company and Country Culture 169 Assessing Cross-Cultural Awareness 171 Notes 173 8 Using Technology to Communicate and Collaborate 175 Role of Technology 176 Using Technology to Communicate 176 Using Technology to Collaborate 179 Technology Options for the Virtual Project 180 No Shortage of Options 194 Technology Selection 194 Increasing Technology Usage 197 Notes 197 9 Sustaining Virtual Project Success 199 Changing Organizational and Team Structures 200 Modifying the Project Execution Model 203 Changing Behavior by Changing Rewards 205 Promoting Cultural Awareness 206 Developing Virtual Project Managers 208 Virtual Project Management Journey 219 Notes 219 Appendix Virtual Project Readiness Assessment 221 Index 227
£53.15
Taylor & Francis Ltd The Advanced Game Narrative Toolbox
Book SynopsisThe Advanced Game Narrative Toolbox continues where the Game Narrative Toolbox ended. While the later covered the basics of writing for games, the Advanced Game Narrative Toolbox will cover techniques for the intermediate and professional writer. The book will cover topics such as how to adapt a novel to a game, how to revive IPs and how to construct transmedia worlds. Each chapter will be written by a professional with exceptional experience in the field of the chapter. Key Features Learn from industry experts how to tackle today's challenges in storytelling for games. A learn by example and exercise approach, which was praised in the Game Narrative Toolbox. An in depth view on advanced storytelling techniques and topics as they are currently discussed and used in the gaming industry. Expand your knowledge in game writing as you learn and try yourself to design quests, write romances and build worlds as you woulTable of ContentsIntroduction. Planning Your Work. Diversity & Research. Romances. Cinematics. Building a Universe. Writing for Non-Digital Games (Board Games). Adapting a Digital World to a Novel. From Novel to Computer Game. Reinventing an IP. Managing the Branches. Quest Design. Writing and implementation. The Writer in the Studio (VO). Editing and Quality Control. Freelancing and Surviving. Journalism. Past the Release.
£999.99
Bloomsbury Publishing Plc Making Virtual Reality a Reality
Book SynopsisTrade ReviewA thoughtful and comprehensive guide to implementing VR pedagogy in primary–post-secondary education. The authors give practical advice on a wide range of subjects from design and funding to implementation and administration of VR curriculum, drawing from real-world case studies. A valuable tool for anyone developing XR classes and programs of study. * Brad Rittenhouse, Research Data Facilitator, Stanford University Research Computing Center, USA *Table of Contents1. Making Virtual Reality a Reality Introduction Innovative Programming in Libraries Georgia Tech Case Study Benefits and Uses of VR in K–12 Classrooms Conclusion References 2. Getting Started Where You Are: Needs Assessments and Resource Evaluation Evaluating Organizational Goals and Community Interests Matching Student and Stakeholder Skills and Interests Evaluating Technology Accessibility Accommodations and Opportunities Evaluating Budget and Financial Needs Ongoing Assessment and Cyclic Course Development References Resources Overall Checklist for Needs Assessment Evaluating Organization Goals and Community Interests Evaluating Student Interests and Skills Initial Questions to Ask Students Interested in Joining a Research Class Evaluating Technologies Using LEAPS Concepts Resources to Follow for Current Ed-Tech Trends Evaluating Accessibility Accommodations and Opportunities Evaluating Budget and Financial Needs Grant Resources Gagne’s Nine Events of Instruction 3. Technology Design and Decisions: Refine Your Technology Solutions Background: Device Collection and Space Designing Technology Solutions Conclusion References Resources Evaluating Your Organization’s Strategic Goals and SWOT Analysis Evaluating and Establishing Your Device Collection Assessing VR Equipment Evaluating Your Workspace Project Management Concepts for Project-Based Learning Starter Questions to Ask Peer Institutions Locating 3D Models Project Ideas Based on Time Frames Evaluating Your Cybersecurity 4. Student-Centric Research Projects: Learning Models That Fit Students’ Interests and Skills Student-Centric Project Design Self-Regulated Learning Instructors as Mentors and Project Managers Designing Projects and Lessons References Resources Student Questionnaire Ideas Icebreaker Activities Peer Evaluation Scaffolding Projects Project Team Roles Project Structure Elements Template for a Lesson Plan Rubric Components A Simple Rubric Student Reflection Questions Questions for Users to Answer during Critiques Exhibition or Open Lab Preparation Questions 5. Sustaining Community through Peer Learning and Partnerships Community in Education Building Community Engaging Community, Nontraditional Educators, and Visiting Artists Community and Project-Based Learning Community and Partnership Applicable Standards as They Relate to Community Integration Concluding Statements about Community References Resources Identifying Community Partners Starter Questions to Ask Peer Institutions Project-Proposal Components for Student Projects End-of-Project-Report Components for Student Projects 6. Clearing the Hurdles: Initiating Programs That Utilize Emerging Technologies Stakeholder Buy-In Student Hesitancy and Technology Phobia Maximizing Existing Resources and Technology Documentation Strategies Implementing Changes Based on Student Input Project Collaboration and Preservation Security, Safety, and Access Project Management References Resources Building Confidence and Reducing Technology Anxiety Forums and Troubleshooting Backups and Backward-Compatibility Checklist Bloom’s Taxonomy of Measurable Verbs Index
£60.53
Bloomsbury Publishing (UK) Virtual Reality Representations in Contemporary Media
Book SynopsisMelanie Chan completed a PhD on Representations of Virtual Reality, at Leeds Metropolitan University in 2007. She now teaches on the BA Hons Media, Communication, Cultures course at Leeds Metropolitan University, UK, and has taught on such modules as Introducing Cultural Studies, Introduction to Media Studies, Contemporary Media Studies and Mediating Politics.Trade ReviewThis extensively researched, sober treatment of a routinely misunderstood phenomenon is sure to make a seminal contribution to media theory and contemporary cultural history. -- Dan Laughey, Senior Lecturer in Media Theory, Leeds Metropolitan University, UKTable of ContentsAcknowledgments Introduction 1. Histories of Virtual Reality Computation Cybernetic Totalism Discourses Informational Society Cyberculture Cinematography Interactivity and Computer Graphics Video Games 2. Virtually Real and Really Virtual Code/Language Simulation and Hyper-Reality Military Simulation Big Data Simulated Spaces Theoretical Challenges 3. Technological Intimacy and Social Estrangement in Strange Days Estrangement Testimonial Verisimilitude Thrilling Experiences Lifeworld 4. Virtual Identities and Material Bodies On-line Identities and Virtual Selves Avatars Surrogates Social Networks Catfish Gamer Mediated Lives 5. Virtual Reality, Transcendence and Flights from Embodiment in Source Code Cartesian Dualism Neuroscience Cybernetics Technological Transcendence Brain Machine Interface 6. Technology, Embodiment and Being-In-The-World Osmose Avatar The Cinematic Spectacle Saving Pandora – Saving the World 7. Virtuality and Simulation in William Gibson’s Zero History Cyberspace and Cyberpunk Signifying Systems Branding Visual Culture Rootlessness and Liquidity Simulacra Vintage Incompleteness 8. Conclusion References Filmography Index
£999.99
McFarland & Co Inc Storytelling in Video Games
Book Synopsis Beginning with the structural features of design and play, this book explores video games as both compelling examples of story-telling and important cultural artifacts. The author analyzes fundamentals like immersion, world building and player agency and their role in crafting narratives in the Mass Effect series, BioShock, The Last of Us, Fallout 4 and many more. The text-focused visual novel genre is discussed as a form of interactive fiction.
£20.89
Taylor & Francis Inc Extending Virtual Worlds
Book SynopsisWritten as the successor to Virtual World Design: Creating Immersive Virtual Environments, this book carries the ideas brought forward in its predecessor to new levels of virtual world design exploration and experimentation. Written by an Emmy award-winning designer with 22 years of experience creating virtual environments for television and online communities, Extending Virtual Worlds: Advanced Design for Virtual Environments explores advanced topics such as multi-regional design, game-based sims, and narrative structure for environments.The book provides bedrock knowledge and practical examples of how to leverage design concepts within the intertwined structures of physics engines, level of detail (LOD) systems, and advanced material editors. It also shows designers new ways to influence the experience of virtual world visitors through immersive narrative and storytelling. With over 150 illustrations and 10 step-by-step projects that include the necessary 3D mTable of ContentsConcepts in Advanced Design for Game-Based Virtual Environments. About the Viewers and Content Created for This Book. The Vizome, Developing Creativity, and Virtual Environmental Design. Planning and Prototyping the Design of a Game-Based Virtual Environment. Designing for Social Interaction in Virtual Spaces. Developing the Designer–Scripter Collaboration. Designing with Level of Detail (LOD). Designing with Virtual Physics in Mind. Landscape and Terrain Design in Virtual Environments. Design Considerations and Mesh Usage in Virtual Environments. Designing with Advanced Materials and Animated Graphic/Textures. World Building and Design with Procedural Techniques. Designing Virtual Environments for Head-Mounted Displays. The Multiple Dimensions of Game-Based Virtual Environments. Appendices. Glossary. Important Links and Resources. Bibliography. Index.
£50.34
University of Minnesota Press The Toxic Meritocracy of Video Games: Why Gaming
Book SynopsisAn avid gamer and sharp media critic explains meritocracy’s negative contribution to video game culture—and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games’ focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage.The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games—but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.Trade Review"Christopher A. Paul is an incisive critic, and The Toxic Meritocracy of Video Games is essential reading for researchers, industry professionals, and players trying to make sense of gaming's culture wars."—Carly A. Kocurek, author of Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade"Paul offers a compelling and carefully supported argument to deconstruct and reconsider meritocracy in video game culture. An engaging read."—CHOICE "This is a carefully considered book that shines a much-needed light on the toxicity of video game culture and presents some earnest suggestions for how to reform it and the games that inspire it." —First Person ScholarTable of ContentsIntroduction: Growing Up Gamer1. Leveling Up in Life: How Meritocracy Works in Society2. A Toxic Culture: Studying Gaming’s Jerks3. Coding Meritocracy: Norms of Game Design and Narrative4. Judging Skill: From World of Warcraft to Kim Kardashian: Hollywood5. Learning from OthersConclusion: An Obligation to Do BetterAcknowledgmentsNotesGameographyIndex
£29.41
Dynamite Entertainment Pathfinder: Worldscape Vol. 2
Book SynopsisFour new tales as part of Paizo's groundbreaking "Worldscape" saga, drawing the greatest fantasy heroes of literature and comics into the mythos of their award-winning fantasy world and tabletop RPG! In "Dungeon Queen of Mars", the unrivaled warrior Red Sonja must work with Cave Girl and King Rex to escape a dungeon with a religious icon of Issus, Goddess of Death and Life Eternal, to use as a bargaining chip in the grim political war of the Worldscape! In "Rebels Without a Planet", a battle against a vicious red dragon maroons John Carter and the Martian Tars Tarkas in a dangerous jungle filled with monsters and the greatest soldiers of three worlds... including the Warlord of Mars' old adversary from the Civil War! In "Forest of Nightmares", Tarzan clashes head-on with the original feral heroes of mythology: the demigods Romulus and Remus! The Lord of the Jungle must then brave the deadly wilds of the Worldscape to free his friends from slavery! In "King of the Goblins", the iconic antihero and half-elf Seltyiel finds himself in the gladiatorial Worldscape, facing off against two of Earth's most sinister figures... while hassled by four trouble-prone goblins who look to him as their appointed chief! Bonus materials include sixteen pages of character sheets, encounters, and world detail for the Pathfinder Roleplaying Game, plus an exclusive poster map.
£16.19
Pen & Sword Books Ltd A Guide to Manga, Anime and Video Game Cosplay
Book SynopsisDo you find yourself sat at home wishing you could be in your favourite video game? Or dream of a time when you pretended you were Sailor Moon? Or do you want to embody your Dungeons and Dragons character for real? What's holding you back? Maybe you need to introduced to cosplay! Cosplay is a phenomenon that is taking over the world. If you haven't seen it yet, have you not been looking at social media? Cosplay is a mix of exciting craft skills, heady escapism and passion for pop culture that lets you be whoever you want, whenever you want. Cosplay has made its way into TV shows and documentaries, been included as part of film premieres and video game launches, it's even referenced in the comics, manga and media it comes from! Talk about meta. But what is this super popular hobby? Well, pick up this book, and it's twin A Guide to Movie and TV Cosplay, to get all the answers. Because it's more than just dressing up, promise. With a little bit of help from this handy, dandy guide to cosplay, you can get stuck in. Learn about the history of the hobby (it's been around longer than you'd think!), where it came from and how it got to be the way it is now, get your head around making and designing costumes, find out how about all the amazing skills people are using to make these costumes, and perhaps even try a few yourself. Who knows, you might be rocking out as Astro Boy, Chris Redfield or All Might at the next big comic con! So why not give it a try and play make believe for a day.
£23.75
It Books The History of the Future Lib/E: Oculus,
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£44.99
It Books The History of the Future: Oculus, Facebook, and
Book Synopsis
£29.99
Lerner Publishing Group Cutting-Edge Augmented Reality
Book Synopsis
£7.59
Triumph Books 101 Awesome Builds: Minecraft®™ Secrets from the
Book SynopsisMinecraft®™ is so much more than a video game, taking your own creativity and turning it into impressive art and unbelievable builds- not to mention adding in minigames and powerful Redstone creations! In 101 Awesome Builds you will be introduced to the most incredible structures from the world's greatest creators. There's something for every building style inlcuidng Science Fiction, Fantasy and Ancient, Modern, Pop Culture, Redstone, and more! Prepare to be awed and inspired, whether you're a brand new 'Crafter or a master builder in your own right. Remember- what you can do in Minecraft®™ and other building games is only limited by your imagination. So let these builds kickstart your ideas, or just marvel at the amazing creations that can come out of the human mind, a video game, and a little bit of free time. This book is not authorized, sponsored, endorsed or licensed by Mojang AB. The trademark Minecraft is owned by Mojang AB; and other company names and/or trademarks mentioned in this book are the property of their respective companies and are used for identification purposes only.
£17.05
Triumph Books Ultimate Guide to Mastering Minigames and Servers
Book SynopsisThe best builds in Minecraft and the game’s most stunning creations — from minigames to giant cities — are found on Minecraft servers. But where to start in exploring the massive maps and multitude of servers available? The Ultimate Guide to Mastering Minigames and Servers introduces the most popular and unique servers and minigames for ’Crafters to discover. The No. 1 online activity for Minecrafters is minigames. In fact, for some ’Crafters, minigames are the only way they play Minecraft! Whether you’re new to servers and minigames or you’re an experienced adventurer, this book is bound to introduce exciting places to explore and games to play.
£11.95
Triumph Books Fortnite: the Essential Guide to Battle Royale
Book SynopsisFortnite: Battle Royale is taking the world by storm, combining the high-octane action of traditional shooters with the creative construction elements of sandbox games like Minecraft. With 40 million players and counting, competition is fierce, and strategy is essential. Once you jump from the Battle Bus onto the island below, there can be only one goal: survival. This guide has all the tips and tricks you need to master the melee, whether you're playing on a console, PC, or your phone. Illustrated with dozens of full-color screenshots, find essential information on big-picture offensive and defensive tactics, best practices for building, and indispensable combat techniques. Learn all about uncovering loot, optimizing weapons use, exploring map locations, establishing a fortress, completing challenges, and more—in solo, duo, or squad mode.
£11.35
States Academic Press Virtual Reality: Theory and Practice
Book Synopsis
£110.19
Paizo Publishing, LLC Pathfinder Roleplaying Game: Advanced Class Guide
Book SynopsisAdventure like never before with the Pathfinder Roleplaying Game Advanced Class Guide! Explore new heights of heroism with 10 new base classes, each with 20 levels of amazing abilities. Incredible powers also await existing characters, with more than a hundred new archetypes and class options. Prepare characters for their most legendary adventure ever with massive selections of never-before-seen spells, magic items, and more! The Pathfinder Roleplaying Game Advanced Class Guide is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds upon more than 15 years of system development and an open playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium. Pathfinder RPG Advanced Class Guide includes: • Ten new base classes—the magic-twisting arcanist, the ferocious bloodrager, the cunning investigator, the daring swashbuckler, the formidable warpriest, and others. • Variant class abilities and thematic archetypes for all 29 base classes, such as the counterfeit mage and the mutagenic mauler. • Nearly a hundred new feats for characters of all classes, including style feats, teamwork feats like Coordinated Shot, and more. • Hundreds of new spells and magic items, such as feast on fear and skullcrusher gauntlets. • An entire armory of amazing equipment, from vital new adventuring gear to deadly alchemical weapons. • ... and much, much more!
£16.19
Paizo Publishing, LLC Starfinder RPG: Alien Archive 3
Book SynopsisFeature Creatures The galaxy hosts a staggering array of aliens both bloodcurdling and benevolent. The pages of Starfinder Alien Archive 3 are packed with creatures designed for use with the Starfinder Roleplaying Game! From starmetal dragons and the spiral-winged irokirois to living holograms and body-snatching flayer leeches, the creatures in this codex will challenge adventurers no matter what strange worlds they're exploring. What's more, player rules for a variety of species let players not just fight aliens, but be them! Inside this book, you'll find the following: • Over 100 bizarre life-forms both classic and new, from bioluminescent cephalumes and quantum-entangled oozes to natives of hyperspace and living asteroids. • More than a dozen races with full player rules, letting you play everything from a life-hungry undead creature to a sapient swarm of tiny insects. • New alien technology to help give your character an edge, including armor, weapons, magic items, and more. • New rules for gaining a creature companion that can accompany you as a pet, a mount, or even a fearsome combatant!
£999.99
Advantage Media Group Beyond the Jumbotron: New Way to Create Consumer
Book SynopsisA simple guidebook for navigating the new world of sports marketing and brand managementThe modern consumer, today’s fan, is no longer passive. Over three quarters of millennials say they prefer experiences over traditional advertising. Old approaches won’t work. Yard barkers handing out free towels. A stadium plastered with billboards. Maybe a new Jumbotron. Today’s fan is looking for something more engaging, more interactive, and more immersive.Industry pioneer, James Giglio, the founder of MVP Interactive, takes us through his fascinating decade-long journey, starting out with a vision for immersive experiences, well before anyone had ever heard of virtual reality. Over that time, he has had the opportunity to work with many leading sports teams, professional leagues, advertising agencies, and consumer brands, to completely redefine the fan experience and now he shares those lessons with us.James also takes us through his own personal story of building a startup, from growing up as a daydreaming kid in Ocean County, New Jersey, to working with an advertising agency in New York and recognizing that three themes were emerging: the iPhone app explosion, the increased use of digital signage or so-called “street furniture,” and the emergence of “pop up events” by leading brands. He began to wonder how these three trends could be brought together. What if the immersive technology on our iPhone could be brought to the streetscape? What if those digital displays could become interactive? And what if brands could attract consumers to them rather them just hawking them promotions and free stuff? The result was MVP Interactive. But like any startup, there were bumps along the way and James’ story is a heartfelt, honest tale of making many... let’s just say, learning a lot of lessons along the way.The timing could not be better. Post Covid, events are back and back big. During the pandemic, we all went fully remote and realized it was just way too much screentime. But we are also not going back to the way it was. Beyond the Jumbotron lies a new, hybrid world where human interaction and technology combine. James takes us through not only the why — the dramatic changes in consumer attitudes and behavior that are driving the adoption of immersive technology, but more importantly the how — how to bring these projects to life and lead to real, measurable result after case study and shows the possibilities of new technology are not only endless, but also just the beginning. lts for sports properties and brands. James and his team at MVP Interactive have completed over 200 immersive technology projects and the book is filled with case study after case study and shows the possibilities of new technology are not only endless, but also just the beginning.
£15.29
Willford Press New Digital Practices in Cultural Heritage:
Book Synopsis
£113.00
Titan Books Ltd The Art of Spyro: Reignited Trilogy
Book SynopsisThe definitive art book for the remastered Spyro Reignited Trilogy, for fans young and old. In 2018 Toys for Bob Studios thrilled fans world wide by releasing Spyro Reignited Trilogy, a faithful remaster encompassing all three titles from the beloved Spyro trilogy introduced in 1998. The Art of Spyro is a meticulously crafted compendium filled with in-depth behind-the-scenes content, insightful quotes from top illustrators in the industry, anecdotes from the game developers, and a dazzling assortment of incredible concept art, some of which has never been seen by the public. It is a must-have for art lovers, games, fans... and the fun-loving adventurer in all of us.
£999.99
Packt Publishing Limited Building Open World Landscapes with Unreal Engine 5
£999.99
Packt Publishing Limited The Infinite Retina
£999.99
Oro Editions Living + Dying INbetween the Real + the Virtual
Book SynopsisReality isn’t what is used to be. As the world moves increasingly from the real to the virtual, the question emerges, who do we want to be as humans? The amount of time spent on devices is taking more of our time from the real world as we ‘fast forward’ to the virtual future. As we transform our work, play, living, education, and retail lifestyle, so too must architecture react and redefine the very nature of our public and private spaces. The challenge of our time is to learn to navigate INBetween these multiple realities on the spectrum between the real and the virtual world. As we progressively accept the technological advances in medicine that enhance our bodies, society will also begin to accept moving into the experiential, three-dimensional space of the virtual METAVERSE. This book presents a three-year exploration, research, and case studies for expanding the tools of architecture for creating within this new reality for Living + Dying INBetween the Real and the Virtual World.
£42.75
Brill U Fink Mit Weit Geschlossenen Augen: Virtuelle
Book Synopsis
£999.99
China National Publications Import & Export C The Emerging AR Revolution
£999.99
Minecraft oficial Manual de explorador
Book SynopsisLIBRO OFICIAL DEL VIDEOJUEGO MÁS VENDIDO DE TODOS LOS TIEMPOSMÁS DE 100.000 EJEMPLARES VENDIDOS DE LA SERIEResponde a la llamada de la aventura y prepárate para la acción con el Manual del explorador de Minecraft, el único libro quenecesitas para mejorar tus habilidades como explorador. Desde excursiones cortas hasta misiones épicas, aprenderás a orientarte por el Mundo superior para descubrir construcciones y tesoros ocultos que encontrarás allí donde te lleve la aventura.
£999.99
Sidestone Press Return to the Interactive Past: The Interplay of
Book SynopsisA defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present.Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past (2017), the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans’ voices to make a video game that is not about combat? How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations? Could hacking be a way to decolonize games and counter harmful stereotypes? When archaeologists study games, what kinds of maps do they draw for their digital fieldwork? And in which ways could we teach history through playing games and game-making?Table of Contents1. Introduction Angus A.A. Mol, Aris Politopoulos, Csilla E. Ariese, Bram van den Hout & Krijn H.J. Boom Part I: Narratives in and of Video Games 2. The Role of Historical Research and ‘Historical Accuracy’ in Where the Water Tastes Like Wine Johnnemann Nordhagen 3. Their Memory: Exploring Veterans’ Voices Iain Donald, Emma Houghton & Kenneth Scott-Brown 4. The Desolation of Vixens John Aycock & Hayden Kroepfl 5. The Final Word? How Fans of The Elder Scrolls Record, Archive, and Interpret the Battle of Red Mountain Dennis Jansen Part II: Representations and Intersectionality in Video Games 6. Personal and Social Recent History in Fragments of Him: Defining and Exploring ‘Immersion’ in Video Games Mata Haggis-Burridge 7. ‘Transcending History and the World’: Ancient Greece and Rome in Versus Fighting Video Games Dunstan Lowe 8. Synthetic Spaces and Indigenous Identity: Decolonizing Video Games and Reclaiming Representation Ashlee Bird 9. Fork in the Road: Consuming and Producing Video Game Cartographies Florence Smith Nicholls Part III: Historical Research and Learning through Video Games 10. Scholarly History through Digital Games: Pedagogical Practice as Research Method Robert Houghton 11. Life Was Really Hard! Designing and Using Digital Games to Explore Medieval Life in Primary Schools Juan Hiriart 12. Gaming the Past: Video Games and Historical Literacy in the College Classroom Jeffrey Lawler & Sean Smith 13. Of Ecosystems and Landscapes: An Essay on Grasping Themes of Environmental History in Video Games George L. Vlachos 14. Stories Around the Campfire The Interactive Past Community (Curated by Csilla E. Ariese)
£35.00
Allied Publishers Pvt. Ltd. DESIGN in METAVERSE
£999.99
AMebarki Informatics Simuler pour exister
£999.99
The Indie Author's Advocate Aethers Awakening
£999.99
Dale Allman Feel Better with VR Outdoors
£999.99
Live Stronger Faster Metaverse Platforms You Need To Know
£999.99
Information Science Reference Exploring Digital Models and Immersive Spaces in Architecture and Construction
£999.99
Information Science Reference AIPowered Augmented Reality for Public Administration
£999.99
£999.99
Business Science Reference Revolutionizing Hospitality Management Systems With AI VR and Machine Learning
£999.99
Engineering Science Reference Addressing Practical Problems Through the Metaverse and GameInspired Mechanics
£999.99