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Communication in the Age of Virtual Reality

Communication in the Age of Virtual Reality Author Frank Biocca
ISBN-10 9781135693572
Release 2013-02-01
Pages 416
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This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium. The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next section, leading research scientists discuss how knowledge of communication can be used to build more effective and exciting communication applications of virtual reality. Looking ahead, the authors explore pioneering approaches to VR narratives, interpersonal communication, the use of 3D sound, and the building of VR entertainment complexes. In the final section, the authors zoom out to view the big picture -- the psychological, social, and cultural implications of virtual reality. Thought-provoking discussions consider important communication issues such as: * How will virtual reality influence perception of reality? * What are the legal issues defining communication in virtual reality? * What kind of cultural trends will this technology encourage?



Virtual Reality

Virtual Reality Author Melanie Chan
ISBN-10 9781623564742
Release 2014-01-16
Pages 216
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The idea of virtual realities has a long and complex historical trajectory, spanning from Plato's concept of the cave and the simulacrum, to artistic styles such as Trompe L'oeil, and more recently developments in 3D film, television and gaming. However, this book will pay particular attention to the time between the 1980s to the 1990s when virtual reality and cyberspace were represented, particularly in fiction, as a wondrous technology that enabled transcendence from the limitations of physical embodiment. The purpose of this critical historical analysis of representations of virtual reality is to examine how they might deny, repress or overlook embodied experience. Specifically, the author will contend that embodiment is a fundamental aspect of immersion in virtual reality, rather than something which is to be transcended. In this way, the book aims to challenge distorted ideas about transcendence and productively contribute to debates about embodiment and technology.



Understanding Virtual Reality

Understanding Virtual Reality Author William R. Sherman
ISBN-10 1558603530
Release 2003
Pages 582
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Exploring the practical applications of virtual reality, both as they currently exist and as they will develop in the next few years, this book begins with a history of information presentation and demonstrates the basic problems that VR has recently been employed to solve.



Virtual Reality and the Built Environment

Virtual Reality and the Built Environment Author Jennifer Whyte
ISBN-10 9780750653725
Release 2002
Pages 150
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This is the first text to focus on virtual reality applications for design of the built environment. This guide explores the use of virtual reality at the practical level. It provides an overview of industrial applications of virtual reality and explores relevant scientific research. Virtual Reality in the Built Environment is a guide to the practical uses of virtual design, construction, and management. Providing an overview of industrial applications for virtual reality and exploring relevant research, this book is an accessible and innovative resource for architects, designers and built environment professionals--bridging the gap between technological vision and current practice. Author Jennifer Whyte shows how interactive, spatial, real-time technologies can radically improve modelling and communication of ideas, enable partcipation in the design process, and facilitated planning and management at the urban scale. The experience of lead users of virtual reality is used as the basis for understanding its promise and problems. Explanations of the underlying principles of this exciting interactive medium, a discussion of the cognitive, technical and organizational issues it raises, and international case studies illustrating practical applications are all included in this guide. The author also provides a companion web site which provides online learning materials, including test-yourself questions, virtual reality models, and links to relevant sites, making it a valuable design resource and a stimulus for innovation. * Informative guide for professionals and students conducting computer-based design work * Accessible and innovative resource for every field of construction with a companion website for online learning * Bridge the gap between technological fantasy and current practice with case studies from Britain, Japan, USA and Australia



Virtual Reality Filmmaking

Virtual Reality Filmmaking Author Celine Tricart
ISBN-10 9781315280394
Release 2017-11-22
Pages 180
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Virtual Reality Filmmaking presents a comprehensive guide to the use of virtual reality in filmmaking, including narrative, documentary, live event production, and more. Written by Celine Tricart, a filmmaker and an expert in new technologies, the book provides a hands-on guide to creative filmmaking in this exciting new medium, and includes coverage on how to make a film in VR from start to finish. Topics covered include: The history of VR; VR cameras; Game engines and interactive VR; The foundations of VR storytelling; Techniques for shooting in live action VR; VR postproduction and visual effects; VR distribution; Interviews with experts in the field including the Emmy-winning studios Felix & Paul and Oculus Story Studio, Wevr, Viacom, Fox Sports, Sundance’s New Frontier, and more.



Media Literacy

Media Literacy Author Kathleen Tyner
ISBN-10 9781135269739
Release 2009-12-04
Pages 256
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This volume explores how educators can leverage student proficiency with new literacies for learning in formal and informal educational environments. It also investigates critical literacy practices that can best respond to the proliferation of new media in society. What sorts of media education are needed to deal with the rapid influx of intellectual and communication resources and how are media professionals, educational theorists, and literacy scholars helping youth understand the possibilities inherent in such an era? Offering contributions from scholars on the forefront of media literacy scholarhip, this volume provides valuable insights into the issues of literacy and the new forms of digital communication now being utilized in schools. It is required reading for media literacy scholars and students in communication, education, and media.



Digital Gaming Re imagines the Middle Ages

Digital Gaming Re imagines the Middle Ages Author Daniel T. Kline
ISBN-10 9781136221828
Release 2013-09-11
Pages 312
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Digital gaming’s cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish precursor to the modern period. Digital Gaming Reimagines the Middle Ages challenges both perceptions by examining how the Middle Ages have persisted into the contemporary world via digital games as well as analyzing how digital gaming translates, adapts, and remediates medieval stories, themes, characters, and tropes in interactive electronic environments. At the same time, the Middle Ages are reinterpreted according to contemporary concerns and conflicts, in all their complexity. Rather than a distinct time in the past, the Middle Ages form a space in which theory and narrative, gaming and textuality, identity and society are remediated and reimagined. Together, the essays demonstrate that while having its roots firmly in narrative traditions, neomedieval gaming—where neomedievalism no longer negotiates with any reality beyond itself and other medievalisms—creates cultural palimpsests, multiply-layered trans-temporal artifacts. Digital Gaming Re-imagines the Middle Ages demonstrates that the medieval is more than just a stockpile of historically static facts but is a living, subversive presence in contemporary culture.



The Routledge Research Companion to Digital Medieval Literature

The Routledge Research Companion to Digital Medieval Literature Author Jennifer E. Boyle
ISBN-10 9781317444763
Release 2017-11-22
Pages 268
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Working across literature, history, theory and practice, this volume offers insight into the specific digital tools and interfaces, as well as the modalities, theories and forms, central to some of the most exciting new research and critical, scholarly and artistic production in medieval and pre-modern studies. Addressing more general themes and topics, such as digitzation, media studies, digital humanities and "big data," the new essays in this companion also focus on more than twenty-five keywords, such as "access," "code," "virtual," "interactivity" and "network." A useful website hosts examples, links and materials relevant to the book.



Virtual Reality and the Built Environment

Virtual Reality and the Built Environment Author Jennifer Whyte
ISBN-10 9781317211136
Release 2018-02-07
Pages 152
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Like the first edition, the central question this book addresses is how virtual reality can be used in the design, production and management of the built environment. The book aims to consider three key questions. What are the business drivers for the use of virtual reality? What are its limitations? How can virtual reality be implemented within organizations? Using international case studies it answers these questions whilst addressing the growth in the recent use of building information modelling (BIM) and the renewed interest in virtual reality to visualize and understand data to make decisions. With the aim of inspiring and informing future use, the authors take a fresh look at current applications in the construction sector, situating them within a broader trajectory of innovation. The new edition expands the scope to consider both immersive virtual reality as a way of bringing professionals inside a building information model, and augmented reality as a way of taking this model and related asset information out to the job-site. The updated edition also considers these technologies in the context of other developments that were in their infancy when the first edition was written – such as laser scanning, mobile technologies and big data. Virtual Reality in the Built Environment is essential reading for professionals in architecture, construction, design, surveying and engineering and students on related courses who need an understanding of BIM, CAD and virtual reality in the sector.



Communication Technology Update

Communication Technology Update Author August E. Grant
ISBN-10 9781483142074
Release 2014-05-16
Pages 396
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Communication Technology Update, Third Edition provides the latest information on as many communication technologies as possible, using as many specific statistics on market share, units sold, etc., as possible to allow comparison among the technologies. This book is designed to help make sense of the spectrum of communication technologies. The text explores the widest possible range of technologies, from broadcast to telephony and from wired to wireless. In discussing each technology, this book will not only deal with the hardware of the technology, but also with the software, organizational structure, political and economic influences, and individual users of the technologies. Major developments in each of these areas are presented for each technology, along with background information to help explain the major factors in the evolution of the technology. The first chapter begins by defining communication technology and introducing the ""umbrella perspective"" used to present and analyze each technology. Following this discussion, an overview of the remainder of the book is presented. This book targets two groups of users. One of which is the group of communication professionals who have a desire to keep up with the latest developments both within and adjacent to their particular fields. Second is the group of students who are studying communication technology and need information that is more current than that provided by a textbook and more comprehensive than that found in trade magazines.



Godwired

Godwired Author Rachel Wagner
ISBN-10 9781136512131
Release 2012-03-12
Pages 272
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Godwired offers an engaging exploration of religious practice in the digital age. It considers how virtual experiences, like stories, games and rituals, are forms of world-building or "cosmos construction" that serve as a means of making sense of our own world. Such creative and interactive activity is, arguably, patently religious. This book examines: the nature of sacred space in virtual contexts technology as a vehicle for sacred texts who we are when we go online what rituals have in common with games and how they work online what happens to community when people worship online how religious "worlds" and virtual "worlds" nurture similar desires. Rachel Wagner suggests that whilst our engagement with virtual reality can be viewed as a form of religious activity, today’s virtual religion marks a radical departure from traditional religious practice – it is ephemeral, transient, rapid, disposable, hyper-individualized, hybrid, and in an ongoing state of flux.



Digitized Lives

Digitized Lives Author T.V. Reed
ISBN-10 9781136690037
Release 2014-06-05
Pages 258
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In a remarkably short period of time the Internet and associated digital communication technologies have deeply changed the way millions of people around the globe live their lives. But what is the nature of that impact? In chapters examining a broad range of issues—including sexuality, politics, education, race, gender relations, the environment, and social protest movements—Digitized Lives seeks answers to these central questions: What is truly new about so-called "new media," and what is just hype? How have our lives been made better or worse by digital communication technologies? In what ways can these devices and practices contribute to a richer cultural landscape and a more sustainable society? Cutting through the vast—and often contradictory—literature on these topics, Reed avoids both techno-hype and techno-pessimism, offering instead succinct, witty and insightful discussions of how digital communication is impacting our lives and reshaping the major social issues of our era. The book argues that making sense of digitized culture means looking past the glossy surface of techno gear to ask deeper questions about how we can utilize technology to create a more socially, politically, and economically just world. Companion website available at: culturalpolitics.net/digital_cultures



Psychology and the Internet

Psychology and the Internet Author Jayne Gackenbach
ISBN-10 9780080469058
Release 2011-10-10
Pages 392
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The previous edition provided the first resource for examining how the Internet affects our definition of who we are and our communication and work patterns. It examined how normal behavior differs from the pathological with respect to Internet use. Coverage includes how the internet is used in our social patterns: work, dating, meeting people of similar interests, how we use it to conduct business, how the Internet is used for learning, children and the Internet, what our internet use says about ourselves, and the philosophical ramifications of internet use on our definitions of reality and consciousness. Since its publication in 1998, a slew of other books on the topic have emerged, many speaking solely to internet addiction, learning on the web, or telehealth. There are few competitors that discuss the breadth of impact the internet has had on intrpersonal, interpersonal, and transpersonal psychology. Provides the first resource for looking at how the Internet affects our definition of who we are Examines the philosophical ramifications of Internet use and our definitions of self, reality, and work Explores how the Internet is used to meet new friends and love interests, as well as to conduct business Discusses what represents normal behavior with respect to Internet use



Future Interaction Design II

Future Interaction Design II Author Pertti Saariluoma
ISBN-10 1848003854
Release 2009-04-28
Pages 221
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The perspectives and techniques used in human-computer interaction design, practice and research are broadening. This book looks at emerging approaches which are likely to contribute to the discipline in near future. The underlying idea is that human character rather than technology should determine the nature of interaction. The concept of "interaction design" covers this range of concerns relevant to enabling quality design. Each chapter emphasizes alternative perspectives on interaction and new concepts to help researchers and practitioners relate to alternative design approaches and opportunities. This second volume provides a wider perspective, from both a scientific and geographic outlook. New topics, such as psychological design processes, gerotechnology, modelling, e-learning and subconscious experiences are discussed from a team of international authors. This book will be of considerable value to those seeking innovative perspectives upon designing and ensuring effective interaction between humans and technology.



Dynamic Patterns

Dynamic Patterns Author Karen M'Closkey
ISBN-10 9781317401414
Release 2017-03-27
Pages 192
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Dynamic Patterns explores the role of patterns in designed landscapes. Patterns are inherently relational, and the search for and the creation of patterns are endemic to many scientific and artistic endeavors. Recent advances in optical tools, sensors, and computing have expanded our understanding of patterns as a link between natural and cultural realms. Looking beyond the surface manifestation of pattern, M’Closkey and VanDerSys delve into a multifaceted examination that explores new avenues for engagement with patterns using digital media. Examining the theoretical implications of pattern-making, they probe the potential of patterns to conjoin landscape’s utilitarian and aesthetic functions. With full color throughout and over one hundred and twenty images, Dynamic Patterns utilizes work from a wide range of artists and designers to demonstrate how novel modes of visualization have facilitated new ways of seeing patterns and therefore of understanding and designing landscapes.



Digital McLuhan

Digital McLuhan Author Paul Levinson
ISBN-10 9781134738816
Release 2003-09-02
Pages 240
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Marshall McLuhan died on the last day of 1980, on the doorstep of the personal computer revolution. Yet McLuhan's ideas anticipated a world of media in motion, and its impact on our lives on the dawn of the new millennium. Paul Levinson examines why McLuhan's theories about media are more important to us today than when they were first written, and why the Wired generation is now turning to McLuhan's work to understand the global village in the digital age.



Interactive Narratives and Transmedia Storytelling

Interactive Narratives and Transmedia Storytelling Author Kelly McErlean
ISBN-10 9781317268437
Release 2018-03-05
Pages 202
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Interactive Narratives and Transmedia Storytelling provides media students and industry professionals with strategies for creating innovative new media projects across a variety of platforms. Synthesizing ideas from a range of theorists and practitioners across visual, audio, and interactive media, Kelly McErlean offers a practical reference guide and toolkit to best practices, techniques, key historical and theoretical concepts, and terminology that media storytellers and creatives need to create compelling interactive and transmedia narratives. McErlean takes a broad lens, exploring traditional narrative, virtual reality and augmented reality, audience interpretation, sound design, montage, the business of transmedia storytelling, and much more. Written for both experienced media practitioners and those looking for a reference to help bolster their creative toolkit or learn how to better craft multiplatform stories, Interactive Narratives and Transmedia Storytelling serves as a guide to navigating this evolving world.