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Book The Immersive Enclosure

    Book Details:
  • Author : Paul Roquet
  • Publisher : Columbia University Press
  • Release : 2022-05-24
  • ISBN : 0231555962
  • Pages : 368 pages

Download or read book The Immersive Enclosure written by Paul Roquet and published by Columbia University Press. This book was released on 2022-05-24 with total page 368 pages. Available in PDF, EPUB and Kindle. Book excerpt: Winner, 2023 Lewis Mumford Award for Outstanding Scholarship in the Ecology of Technics, Media Ecology Association Although virtual reality promises to immerse a person in another world, its true power lies in its ability to sever a person’s spatial situatedness in this one. This is especially clear in Japan, where the VR headset has been embraced as a way to block off existing social environments and reroute perception into more malleable virtual platforms. Is immersion just another name for enclosure? In this groundbreaking analysis of virtual reality, Paul Roquet uncovers how the technology is reshaping the politics of labor, gender, home, and nation. He examines how VR in Japan diverged from American militarism and techno-utopian visions and became a tool for renegotiating personal space. Individuals turned to the VR headset to immerse themselves in three-dimensional worlds drawn from manga, video games, and genre literature. The Japanese government promised VR-operated robots would enable a new era of remote work, targeting those who could not otherwise leave home. Middle-aged men and corporate brands used VR to reimagine themselves through the virtual bodies of anime-styled teenage girls. At a time when digital platforms continue to encroach on everyday life, The Immersive Enclosure takes a critical look at these attempts to jettison existing social realities and offers a bold new approach for understanding the media environments to come.

Book Encyclopedia of Computer Graphics and Games

Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by . This book was released on with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Oxford Handbook of Virtuality

Download or read book The Oxford Handbook of Virtuality written by Mark Grimshaw and published by Oxford Handbooks. This book was released on 2014-02 with total page 794 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book is a compendium of thinking on virtuality and its relationship to reality from the perspective of a variety of philosophical and applied fields of study. Topics covered include presence, immersion, emotion, ethics, utopias and dystopias, image, sound, literature, AI, law, economics, medical and military applications, religion, and sex.

Book Virtual Art

    Book Details:
  • Author : Oliver Grau
  • Publisher : MIT Press
  • Release : 2004-09-17
  • ISBN : 9780262572231
  • Pages : 438 pages

Download or read book Virtual Art written by Oliver Grau and published by MIT Press. This book was released on 2004-09-17 with total page 438 pages. Available in PDF, EPUB and Kindle. Book excerpt: An overview of the art historical antecedents to virtual reality and the impact of virtual reality on contemporary conceptions of art. Although many people view virtual reality as a totally new phenomenon, it has its foundations in an unrecognized history of immersive images. Indeed, the search for illusionary visual space can be traced back to antiquity. In this book, Oliver Grau shows how virtual art fits into the art history of illusion and immersion. He describes the metamorphosis of the concepts of art and the image and relates those concepts to interactive art, interface design, agents, telepresence, and image evolution. Grau retells art history as media history, helping us to understand the phenomenon of virtual reality beyond the hype. Grau shows how each epoch used the technical means available to produce maximum illusion. He discusses frescoes such as those in the Villa dei Misteri in Pompeii and the gardens of the Villa Livia near Primaporta, Renaissance and Baroque illusion spaces, and panoramas, which were the most developed form of illusion achieved through traditional methods of painting and the mass image medium before film. Through a detailed analysis of perhaps the most important German panorama, Anton von Werner's 1883 The Battle of Sedan, Grau shows how immersion produced emotional responses. He traces immersive cinema through Cinerama, Sensorama, Expanded Cinema, 3-D, Omnimax and IMAX, and the head mounted display with its military origins. He also examines those characteristics of virtual reality that distinguish it from earlier forms of illusionary art. His analysis draws on the work of contemporary artists and groups ART+COM, Maurice Benayoun, Charlotte Davies, Monika Fleischmann, Ken Goldberg, Agnes Hegedues, Eduardo Kac, Knowbotic Research, Laurent Mignonneau, Michael Naimark, Simon Penny, Daniela Plewe, Paul Sermon, Jeffrey Shaw, Karl Sims, Christa Sommerer, and Wolfgang Strauss. Grau offers not just a history of illusionary space but also a theoretical framework for analyzing its phenomenologies, functions, and strategies throughout history and into the future.

Book Narrative as Virtual Reality 2

Download or read book Narrative as Virtual Reality 2 written by Marie-Laure Ryan and published by JHU Press. This book was released on 2015-12-01 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rethinking textuality, mimesis, and the cognitive processing of texts in light of new modes of artistic world construction. Winner of the Aldo and Jeanne Scaglione Prize for Comparative Literary Studies from the Modern Language Association of America Is there a significant difference between engagement with a game and engagement with a movie or novel? Can interactivity contribute to immersion, or is there a trade-off between the immersive “world” aspect of texts and their interactive “game” dimension? As Marie-Laure Ryan demonstrates in Narrative as Virtual Reality 2, the questions raised by the new interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions. Approaching the idea of virtual reality as a metaphor for total art, Ryan applies the concepts of immersion and interactivity to develop a phenomenology of narrative experience that encompasses reading, watching, and playing. The book weighs traditional literary narratives against the new textual genres made possible by the electronic revolution of the past thirty years, including hypertext, electronic poetry, interactive drama, digital installation art, computer games, and multi-user online worlds like Second Life and World of Warcraft. In this completely revised edition, Ryan reflects on the developments that have taken place over the past fifteen years in terms of both theory and practice and focuses on the increase of narrativity in video games and its corresponding loss in experimental digital literature. Following the cognitive approaches that have rehabilitated immersion as the product of fundamental processes of world-construction and mental simulation, she details the many forms that interactivity has taken—or hopes to take—in digital texts, from determining the presentation of signs to affecting the level of story.

Book Real VR     Immersive Digital Reality

Download or read book Real VR Immersive Digital Reality written by Marcus Magnor and published by Springer Nature. This book was released on 2020-03-10 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the advent of consumer-market Virtual Reality (VR) technology, the next revolution in visual entertainment is already on the horizon: real VR will enable us to experience live-action movies, sports broadcasts, concert videos, etc. in true visual (and aural) immersion. This book provides a comprehensive overview of the algorithms and methods that make it possible to immerse into real-world recordings. It brings together the expertise of internationally renowned experts from academia and industry who present the state of the art in this fascinating, interdisciplinary new research field. Written by and for scientists, engineers, and practitioners, this book is the definitive reference for anyone interested in finding out about how to import the real world into head-mounted displays.

Book Encyclopedia of Multimedia

    Book Details:
  • Author : Borko Furht
  • Publisher : Springer Science & Business Media
  • Release : 2008-11-26
  • ISBN : 0387747249
  • Pages : 1031 pages

Download or read book Encyclopedia of Multimedia written by Borko Furht and published by Springer Science & Business Media. This book was released on 2008-11-26 with total page 1031 pages. Available in PDF, EPUB and Kindle. Book excerpt: This second edition provides easy access to important concepts, issues and technology trends in the field of multimedia technologies, systems, techniques, and applications. Over 1,100 heavily-illustrated pages — including 80 new entries — present concise overviews of all aspects of software, systems, web tools and hardware that enable video, audio and developing media to be shared and delivered electronically.

Book Immersion Into Virtual Reality

Download or read book Immersion Into Virtual Reality written by Fouad Sabry and published by One Billion Knowledgeable. This book was released on 2022-08-03 with total page 397 pages. Available in PDF, EPUB and Kindle. Book excerpt: What Is Immersion Into Virtual Reality Virtual reality (VR) gives users the impression that they are physically present in a setting that does not exist in the real world. The user of the virtual reality system is immersed in visuals, sounds, and other stimuli that together form an immersive whole environment, which is responsible for the creation of the perception. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Immersion (virtual reality) Chapter 2: Multimedia Chapter 3: Virtual reality Chapter 4: Augmented reality Chapter 5: Mixed reality Chapter 6: Head-mounted display Chapter 7: Metaverse Chapter 8: Virtual reality therapy Chapter 9: 360-degree video Chapter 10: Projection augmented model Chapter 11: Astronaut training Chapter 12: Oculus Rift Chapter 13: zSpace (company) Chapter 14: Windows Mixed Reality Chapter 15: Virtual reality headset Chapter 16: VR positional tracking Chapter 17: Virtual reality in primary education Chapter 18: Virtual reality game Chapter 19: Virtual reality applications Chapter 20: Immersive learning Chapter 21: Cinematic virtual reality (II) Answering the public top questions about immersion into virtual reality. (III) Real world examples for the usage of immersion into virtual reality in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of immersion into virtual reality' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of immersion into virtual reality.

Book The Re Emergence of Virtual Reality

Download or read book The Re Emergence of Virtual Reality written by Leighton Evans and published by Routledge. This book was released on 2018-10-26 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this short book, Evans interrogates the implications of VR’s re-emergence into the media mainstream, critiquing the notion of a VR revolution by analysing the development and ownership of VR companies while also exploring the possibilities of immersion in VR and the importance of immersion in the interest and ownership of VR enterprises. He assesses how the ideologies and desires of both computer programmers and major Silicon Valley industries may influence how VR worlds are conceived and experienced by users while also exploring the mechanisms that create the immersive experience that underpins interest in the medium.

Book Cases on Immersive Virtual Reality Techniques

Download or read book Cases on Immersive Virtual Reality Techniques written by Yang, Kenneth C.C. and published by IGI Global. This book was released on 2019-04-12 with total page 381 pages. Available in PDF, EPUB and Kindle. Book excerpt: As virtual reality approaches mainstream consumer use, new research and innovations in the field have impacted how we view and can use this technology across a wide range of industries. Advancements in this technology have led to recent breakthroughs in sound, perception, and visual processing that take virtual reality to new dimensions. As such, research is needed to support the adoption of these new methods and applications. Cases on Immersive Virtual Reality Techniques is an essential reference source that discusses new applications of virtual reality and how they can be integrated with immersive techniques and computer resources. Featuring research on topics such as 3D modeling, cognitive load, and motion cueing, this book is ideally designed for educators, academicians, researchers, and students seeking coverage on the applications of collaborative virtual environments.

Book Understanding Virtual Reality

Download or read book Understanding Virtual Reality written by William R. Sherman and published by Morgan Kaufmann. This book was released on 2018-11-08 with total page 940 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understanding Virtual Reality: Interface, Application, and Design, Second Edition arrives at a time when the technologies behind virtual reality have advanced dramatically. The book helps users take advantage of the ways they can identify and prepare for the applications of VR in their field. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as underlying technologies evolve. Included are a history of VR, systems currently in use, the application of VR, and the many issues that arise in application design and implementation, including hardware requirements, system integration, interaction techniques and usability. - Features substantive, illuminating coverage designed for technical or business readers and the classroom - Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction and other fields - Provides (via a companion website) additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system - Includes updated perception material and new sections on game engines, optical tracking, VR visual interface software, and a new glossary with pictures

Book Methods in Consumer Research  Volume 2

Download or read book Methods in Consumer Research Volume 2 written by Gaston Ares and published by Woodhead Publishing. This book was released on 2018-01-02 with total page 498 pages. Available in PDF, EPUB and Kindle. Book excerpt: Methods for Consumer Research, Volume Two: Alternative Approaches and Special Applications brings together world leading experts in global consumer research who provide a fully comprehensive state-of-the-art coverage of emerging methodologies and their innovative application. The book puts consumer research in-context with coverage of immersive techniques and virtual reality, while also looking at health-related Issues in consumer science, including sections on food intake and satiation. Other sections delve into physiological measurements within the context of consumer research and how to design studies for specific populations. In conjunction with the first volume, which covers new approaches to classical methodology, this book is an invaluable reference for academics working in the fields of in-sensory and consumer science, psychology, marketing and nutrition. With examples of the methodology being applied throughout, it serves as a practical guide to research and development managers in both food and non-food companies. - Presents comprehensive coverage of new and emerging techniques in consumer science - Provides examples of successful application of the methodologies presented throughout - Identifies how to design research for special populations, including children, the elderly and low-income consumers - Discusses sensitivity to cross-cultural populations and emerging markets - Includes research design for food, cosmetic and household products - Highlights both psychological and physiological consumer measurements

Book The VR Book

    Book Details:
  • Author : Jason Jerald
  • Publisher : Morgan & Claypool
  • Release : 2015-09-01
  • ISBN : 1970001135
  • Pages : 637 pages

Download or read book The VR Book written by Jason Jerald and published by Morgan & Claypool. This book was released on 2015-09-01 with total page 637 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a strong foundation of human-centric virtual reality design for anyone and everyone involved in creating VR experiences. Without a clear understanding of the human side of virtual reality (VR), the experience will always fail. The VR Book bridges this gap by focusing on human-centered design. Creating compelling VR applications is an incredibly complex challenge. When done well, these experiences can be brilliant and pleasurable, but when done badly, they can result in frustration and sickness. Whereas limitations of technology can cause bad VR execution, problems are oftentimes caused by a lack of understanding human perception, interaction, design principles, and real users. This book focuses on the human elements of VR, such as how users perceive and intuitively interact with various forms of reality, causes of VR sickness, creating useful and pleasing content, and how to design and iterate upon effective VR applications. This book is not just for VR designers, it is for managers, programmers, artists, psychologists, engineers, students, educators, and user experience professionals. It is for the entire VR team, as everyone contributing should understand at least the basics of the many aspects of VR design. The industry is rapidly evolving, and The VR Book stresses the importance of building prototypes, gathering feedback, and using adjustable processes to efficiently iterate towards success. It contains extensive details on the most important aspects of VR, more than 600 applicable guidelines, and over 300 additional references.

Book Cognitive and Affective Perspectives on Immersive Technology in Education

Download or read book Cognitive and Affective Perspectives on Immersive Technology in Education written by Zheng, Robert Z. and published by IGI Global. This book was released on 2020-05-22 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: Immersive technology as an umbrella concept consists of multiple emerging technologies including augmented reality (AR), virtual reality (VR), gaming, simulation, and 3D printing. Research has shown immersive technology provides unique learning opportunities for experiential learning, multiple perspectives, and knowledge transfer. Due to its role in influencing learners’ cognitive and affective processes, it is shown to have great potential in changing the educational landscape in the decades to come. However, there is a lack of general cognitive and affective theoretical framework to guide the diverse aspects of immersive technology research. In fact, lacking the cognitive and affective theoretical framework has begun to hamper the design and application of immersive technology in schools and related professional training. Cognitive and Affective Perspectives on Immersive Technology in Education is an essential research book that explores methods and implications for the design and implementation of upcoming immersive technologies in pedagogical and professional development settings. The book includes case studies that highlight the cognitive and affective processes in immersive technology as well as the successful applications of immersive technology in education. Featuring a wide range of topics such as curriculum design, K-12 education, and mobile learning, this book is ideal for academicians, educators, policymakers, curriculum developers, instructional designers, administrators, researchers, and students.

Book Experience on Demand  What Virtual Reality Is  How It Works  and What It Can Do

Download or read book Experience on Demand What Virtual Reality Is How It Works and What It Can Do written by Jeremy Bailenson and published by W. W. Norton & Company. This book was released on 2018-01-30 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: “If you want to understand the most immersive new communications medium to come along since cinema… I’d suggest starting with Mr. Bailenson’s [book].” —Wall Street Journal Virtual reality is able to effectively blur the line between reality and illusion, granting us access to any experience imaginable. These experiences, ones that the brain is convinced are real, will soon be available everywhere. In Experience on Demand, Jeremy Bailenson draws upon two decades spent researching the psychological effects of VR to help readers understand its upsides and possible downsides. He offers expert guidelines for interacting with VR, and describes the profound ways this technology can be put to use to hone our performance, help us recover from trauma, improve our learning, and even enhance our empathic and imaginative capacities so that we treat others and ourselves better.

Book Human 4 0

    Book Details:
  • Author : Yves Rybarczyk
  • Publisher : BoD – Books on Demand
  • Release : 2021-01-07
  • ISBN : 1838806997
  • Pages : 132 pages

Download or read book Human 4 0 written by Yves Rybarczyk and published by BoD – Books on Demand. This book was released on 2021-01-07 with total page 132 pages. Available in PDF, EPUB and Kindle. Book excerpt: Information technology is becoming ingrained in our everyday life. The consequence of this is that the line between humans and technology is more and more blurred, and tends to transform the human being into a cyber-organism. This transformation, accompanied by the emergence of Industry 4.0, brings us to define a new term: Human 4.0. This new generation of individuals has to deal with smart interconnected pervasive environments supported by the internet of things. Nevertheless, this merge between humans and technology is not straight-forward and requires an additional effort to reduce the gap between the human being and the machine. Such research implies a multidisciplinary approach to the interaction between biological organisms and artificial artefacts. This book intends to provide the reader with an insight into the new relationship with the technology brought about by Industry 4.0, and how it can make the human-machine interaction more efficient.

Book Implementing Augmented Reality Into Immersive Virtual Learning Environments

Download or read book Implementing Augmented Reality Into Immersive Virtual Learning Environments written by Russell, Donna and published by IGI Global. This book was released on 2020-12-18 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: The potential to integrate augmented reality into educational settings has led to the development of myriad programs for implementing these transformative technologies into education. However, the transformative learning processes possible for learners can best be developed through integration in immersive virtual learning environments. The integration of augmented reality (AR) technologies into education involves matching the potential of AR with the most effective instructional model for immersing learners in the learning process. With current research focused heavily on blended or online learning, augmented reality fits right into the new technologies and trends that are being developed and utilized on a consistent basis. There is a need for research that provides detailed curriculum guides, templates for designing virtual worlds, evaluation processes, and immersive learning procedures that can be utilized to provide the best educational environment for student success. Implementing Augmented Reality Into Immersive Virtual Learning Environments provides current research for the integration of transformative new technologies into multiple educational settings. Examining the why, what, and how of integrating augmented reality into immersive virtual learning technologies, this book covers various educational settings, such as nursing education, sports coaching, language education, and more. While highlighting the benefits for virtual reality, its role in remote learning, the logistics of simulation, and branches of it such as gamification, this book is ideally intended for teachers, school administrators, teacher educators, practitioners, IT specialists, educational software developers, researchers, academicians, and students interested in integrating augmented reality in educational programs.