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EBookClubs

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Book Understanding Games and Game Cultures

Download or read book Understanding Games and Game Cultures written by Ingrid Richardson and published by SAGE. This book was released on 2021-03-24 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and ‘gamified’ digital society.

Book Human Factors in Augmented Reality Environments

Download or read book Human Factors in Augmented Reality Environments written by Weidong Huang and published by Springer Science & Business Media. This book was released on 2012-09-19 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: Advances in hardware and networking have made possible a wide use of augmented reality (AR) technologies. However, simply putting those hardware and technologies together does not make a “good” system for end users to use. New design principles and evaluation methods specific to this emerging area are urgently needed to keep up with the advance in technologies. Human Factors in Augmented Reality Environments is the first book on human factors in AR, addressing issues related to design, development, evaluation and application of AR systems. Topics include surveys, case studies, evaluation methods and metrics, HCI theories and design principles, human factors and lessons learned and experience obtained from developing, deploying or evaluating AR systems. The contributors for this cutting-edge volume are well-established researchers from diverse disciplines including psychologists, artists, engineers and scientists. Human Factors in Augmented Reality Environments is designed for a professional audience composed of practitioners and researchers working in the field of AR and human-computer interaction. Advanced-level students in computer science and engineering will also find this book useful as a secondary text or reference.

Book Hybrid Space

Download or read book Hybrid Space written by Peter Zellner and published by . This book was released on 2000 with total page 191 pages. Available in PDF, EPUB and Kindle. Book excerpt: This illustrated collection features the work of 12 practitioners in the vanguard of a wave of architectural creativity that employs the digital technologies, including Greg Lynn, NOX, dECOi, and UN Studio. It details the process behind their designs and contains a substantial reference section.

Book Language Learning with Digital Video

Download or read book Language Learning with Digital Video written by Ben Goldstein and published by Cambridge University Press. This book was released on 2014-10-30 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: Language Learning with Digital Video is an ideal resource for teachers and trainee teachers who are interested in using video content in their classroom.

Book Wireless World

    Book Details:
  • Author : Barry Brown
  • Publisher : Springer Science & Business Media
  • Release : 2012-12-06
  • ISBN : 1447106652
  • Pages : 234 pages

Download or read book Wireless World written by Barry Brown and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the massive growth of mobile technologies, very little research has been done on how these technologies influence human interaction. Most of the published work in this area focuses on technological aspects and not on the social implications the technology is having on society. This book aims to fill this gap by providing an overview of these issues. It identifies the major trends, discusses the main claims made about the mobile age, and looks at issues which affect design, usability and evaluation. This unique look at the mobile age provides many interesting and important insights and will appeal to anyone designing, testing, or studying mobile devices.

Book Augmented Reality and Virtual Reality

Download or read book Augmented Reality and Virtual Reality written by Timothy Jung and published by Springer. This book was released on 2017-09-04 with total page 374 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume provides the latest outcomes of augmented reality (AR) and virtual reality (VR) research conducted in various industries. It reveals how AR and VR are currently changing the business landscape, and how new innovations provide opportunities for businesses to offer their customers unique services and experiences. Collecting the proceedings of the International AR & VR Conference held in Manchester, UK, in February 2017, the book advances the state of the art in AR and VR technologies and their applications in various industries such as tourism, hospitality, events, fashion, entertainment, retail, education and the gaming industry. The papers presented here cover the most significant topics within the field of AR and VR for both researchers and practitioners, approaching them from a business and management perspective.

Book Hybrid Play

    Book Details:
  • Author : Adriana de Souza e Silva
  • Publisher : Routledge
  • Release : 2020-02-26
  • ISBN : 1000042359
  • Pages : 277 pages

Download or read book Hybrid Play written by Adriana de Souza e Silva and published by Routledge. This book was released on 2020-02-26 with total page 277 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores hybrid play as a site of interdisciplinary activity—one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa. A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts.

Book Augmented Reality Art

    Book Details:
  • Author : Vladimir Geroimenko
  • Publisher : Springer
  • Release : 2014-06-17
  • ISBN : 3319062034
  • Pages : 322 pages

Download or read book Augmented Reality Art written by Vladimir Geroimenko and published by Springer. This book was released on 2014-06-17 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written by a team of world-renowned artists, researchers and practitioners - all pioneers in using augmented reality based creative works and installations as a new form of art - this is the first book to explore the exciting new field of augmented reality art and its enabling technologies. As well as investigating augmented reality as a novel artistic medium the book covers cultural, social, spatial and cognitive facets of augmented reality art. Intended as a starting point for exploring this new fascinating area of research and creative practice it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.

Book Telegeoinformatics

Download or read book Telegeoinformatics written by Hassan A. Karimi and published by CRC Press. This book was released on 2004-03-15 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: Telegeoinformatics is a new discipline resulting from the integration of mobile computing with wired and wireless communications, geoinformatics (including GIS and GPS), and remote sensing techniques and technologies. Users of telegeoinformatics from every field will need a comprehensive reference to solve multiple types of problems involving locat

Book My Tiny Life

    Book Details:
  • Author : Julian Dibbell
  • Publisher : Julian Dibbell
  • Release : 1998
  • ISBN : 9780805036268
  • Pages : 356 pages

Download or read book My Tiny Life written by Julian Dibbell and published by Julian Dibbell. This book was released on 1998 with total page 356 pages. Available in PDF, EPUB and Kindle. Book excerpt: This novelistic rendering of a true account tells of a celebrated rape case which took place in an electronic "salon", where Internet junkies have created their own interactive fantasy realm.

Book Immersive Analytics

    Book Details:
  • Author : Kim Marriott
  • Publisher : Springer
  • Release : 2018-10-15
  • ISBN : 303001388X
  • Pages : 366 pages

Download or read book Immersive Analytics written by Kim Marriott and published by Springer. This book was released on 2018-10-15 with total page 366 pages. Available in PDF, EPUB and Kindle. Book excerpt: Immersive Analytics is a new research initiative that aims to remove barriers between people, their data and the tools they use for analysis and decision making. Here the aims of immersive analytics research are clarified, its opportunities and historical context, as well as providing a broad research agenda for the field. In addition, it is reviewed how the term immersion has been used to refer to both technological and psychological immersion, both of which are central to immersive analytics research.

Book Information and Communication Technologies in Tourism 2016

Download or read book Information and Communication Technologies in Tourism 2016 written by Alessandro Inversini and published by Springer. This book was released on 2016-01-22 with total page 773 pages. Available in PDF, EPUB and Kindle. Book excerpt: The papers presented in this volume advance the state-of-the-art research on digital marketing and social media, mobile computing and responsive web design, semantic technologies and recommender systems, augmented and virtual reality, electronic distribution and online travel reviews, MOOC and eLearning, eGovernment and sharing economy. This book covers the most significant areas contributed by prominent scholars from around the world and is suitable for both academics and practitioners who are interested in the latest developments in eTourism.

Book City of Bits

    Book Details:
  • Author : William J. Mitchell
  • Publisher : MIT Press
  • Release : 1996-07-25
  • ISBN : 0262297175
  • Pages : 248 pages

Download or read book City of Bits written by William J. Mitchell and published by MIT Press. This book was released on 1996-07-25 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: Entertaining, concise, and relentlessly probing, City of Bits is a comprehensive introduction to a new type of city, an increasingly important system of virtual spaces interconnected by the information superhighway. William Mitchell makes extensive use of practical examples and illustrations in a technically well-grounded yet accessible examination of architecture and urbanism in the context of the digital telecommunications revolution, the ongoing miniaturization of electronics, the commodification of bits, and the growing domination of software over materialized form.

Book Speculative Everything

    Book Details:
  • Author : Anthony Dunne
  • Publisher : MIT Press
  • Release : 2013-12-06
  • ISBN : 0262019841
  • Pages : 235 pages

Download or read book Speculative Everything written by Anthony Dunne and published by MIT Press. This book was released on 2013-12-06 with total page 235 pages. Available in PDF, EPUB and Kindle. Book excerpt: How to use design as a tool to create not only things but ideas, to speculate about possible futures. Today designers often focus on making technology easy to use, sexy, and consumable. In Speculative Everything, Anthony Dunne and Fiona Raby propose a kind of design that is used as a tool to create not only things but ideas. For them, design is a means of speculating about how things could be—to imagine possible futures. This is not the usual sort of predicting or forecasting, spotting trends and extrapolating; these kinds of predictions have been proven wrong, again and again. Instead, Dunne and Raby pose “what if” questions that are intended to open debate and discussion about the kind of future people want (and do not want). Speculative Everything offers a tour through an emerging cultural landscape of design ideas, ideals, and approaches. Dunne and Raby cite examples from their own design and teaching and from other projects from fine art, design, architecture, cinema, and photography. They also draw on futurology, political theory, the philosophy of technology, and literary fiction. They show us, for example, ideas for a solar kitchen restaurant; a flypaper robotic clock; a menstruation machine; a cloud-seeding truck; a phantom-limb sensation recorder; and devices for food foraging that use the tools of synthetic biology. Dunne and Raby contend that if we speculate more—about everything—reality will become more malleable. The ideas freed by speculative design increase the odds of achieving desirable futures.

Book Understanding Augmented Reality

Download or read book Understanding Augmented Reality written by Alan B. Craig and published by Newnes. This book was released on 2013-04-26 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understanding Augmented Reality addresses the elements that are required to create augmented reality experiences. The technology that supports augmented reality will come and go, evolve and change. The underlying principles for creating exciting, useful augmented reality experiences are timeless. Augmented reality designed from a purely technological perspective will lead to an AR experience that is novel and fun for one-time consumption - but is no more than a toy. Imagine a filmmaking book that discussed cameras and special effects software, but ignored cinematography and storytelling! In order to create compelling augmented reality experiences that stand the test of time and cause the participant in the AR experience to focus on the content of the experience - rather than the technology - one must consider how to maximally exploit the affordances of the medium. Understanding Augmented Reality addresses core conceptual issues regarding the medium of augmented reality as well as the technology required to support compelling augmented reality. By addressing AR as a medium at the conceptual level in addition to the technological level, the reader will learn to conceive of AR applications that are not limited by today's technology. At the same time, ample examples are provided that show what is possible with current technology. - Explore the different techniques, technologies and approaches used in developing AR applications - Learn from the author's deep experience in virtual reality and augmented reality applications to succeed right off the bat, and avoid many of the traps that catch new developers and users of augmented reality experiences - Some AR examples can be experienced from within the book using downloadable software

Book The Well Played Game

Download or read book The Well Played Game written by Bernard De Koven and published by MIT Press. This book was released on 2013-08-23 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: The return of the classic book on games and play that illuminates the relationship between the well-played game and the well-lived life. In The Well-Played Game, games guru Bernard De Koven explores the interaction of play and games, offering players—as well as game designers, educators, and scholars—a guide to how games work. De Koven’s classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game. De Koven explains that when players congratulate each other on a “well-played” game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven—affectionately and appreciatively hailed by Eric Zimmerman as “our shaman of play”—explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.

Book Serious Educational Game Assessment  Practical Methods and Models for Educational Games  Simulations and Virtual Worlds

Download or read book Serious Educational Game Assessment Practical Methods and Models for Educational Games Simulations and Virtual Worlds written by L.A. Annetta and published by Springer Science & Business Media. This book was released on 2011-07-22 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.