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Book Developing Virtual Reality Applications

Download or read book Developing Virtual Reality Applications written by Alan B. Craig and published by Morgan Kaufmann. This book was released on 2009-06-02 with total page 399 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before having them created, and allow for greater creative exploration. In this book, VR developers Alan Craig, William Sherman, and Jeffrey Will examine a comprehensive collection of current,unique, and foundational VR applications in a multitude of fields, such as business, science, medicine, art, entertainment, and public safety among others.An insider's view of what works, what doesn't work, and why, Developing Virtual Reality Applications explores core technical information and background theory as well as the evolution of key applications from their genesis to their most current form. Developmental techniques are cross-referenced between different applications linking information to describe overall VR trends and fundamental best practices. This synergy, coupled with the most up to date research being conducted, provides a hands-on guide for building applications, and an enhanced, panoramic view of VR development. Developing Virtual Reality Applications is an indispensable one-stop reference for anyone working in this burgeoning field. - Dozens of detailed application descriptions provide practical ideas for VR development in ALL areas of interest! - Development techniques are cross referenced between different application areas, providing fundamental best practices!

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 Virtual   Augmented Reality For Dummies

Download or read book Virtual Augmented Reality For Dummies written by Paul Mealy and published by John Wiley & Sons. This book was released on 2018-06-08 with total page 356 pages. Available in PDF, EPUB and Kindle. Book excerpt: An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.

Book eCulture

    Book Details:
  • Author : Alfredo M. Ronchi
  • Publisher : Springer Science & Business Media
  • Release : 2009-03-10
  • ISBN : 3540752765
  • Pages : 465 pages

Download or read book eCulture written by Alfredo M. Ronchi and published by Springer Science & Business Media. This book was released on 2009-03-10 with total page 465 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do virtual museums really provide added value to end-users, or do they just contribute to the abundance of images? Does the World Wide Web save endangered cultural heritage, or does it foster a society with less variety? These and other related questions are raised and answered in this book, the result of a long path across the digital heritage landscape. It provides a comprehensive view on issues and achievements in digital collections and cultural content.

Book An Artistic Approach to Virtual Reality

Download or read book An Artistic Approach to Virtual Reality written by Cyane Tornatzky and published by CRC Press. This book was released on 2023-10-25 with total page 202 pages. Available in PDF, EPUB and Kindle. Book excerpt: A special quality about the medium of virtual reality is its immersive nature, allowing users to disengage from the physical world around them in order to fully interact with a digital environment. An Artistic Approach to Virtual Reality traces the lineage of artist/technologists who have worked with virtual reality in its infancy to the interactive virtual work of contemporary artists such as Laurie Anderson. Interlaced within a survey of artists whose works fit in the boundary of the interactive virtual medium, this book teases out what qualifies as interactive virtual artworks. The authors discuss the theories behind basic mechanics required to enter the virtual reality space and investigate theories around visual and embodied conceptual space. Key Features: · Explores theoretical and practical aspects of using virtual reality for artistic practice. · Includes examples and discussion of virtual reality artworks from award-winning artists. · Discusses topics relevant to virtual reality that are pertinent and persist throughout hardware and software changes. · Provides historical and contemporary discussion of virtual reality artistic works.

Book Virtual Reality

    Book Details:
  • Author : Melanie Chan
  • Publisher : Bloomsbury Publishing USA
  • Release : 2015-07-30
  • ISBN : 1501308645
  • Pages : 217 pages

Download or read book Virtual Reality written by Melanie Chan and published by Bloomsbury Publishing USA. This book was released on 2015-07-30 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Defying Reality

Download or read book Defying Reality written by David M. Ewalt and published by Penguin. This book was released on 2018-07-17 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: A fascinating exploration of the history, development, and future of virtual reality, a technology with world-changing potential, written by award-winning journalist and author David Ewalt, stemming from his 2015 Forbes cover story about the Oculus Rift and its creator Palmer Luckey. You’ve heard about virtual reality, seen the new gadgets, and read about how VR will be the next big thing. But you probably haven’t yet realized the extent to which this technology will change the way we live. We used to be bound to a physical reality, but new immersive computer simulations allow us to escape our homes and bodies. Suddenly anyone can see what it’s like to stand on the peak of Mount Everest. A person who can’t walk can experience a marathon from the perspective of an Olympic champion. And why stop there? Become a dragon and fly through the universe. But it’s not only about spectacle. Virtual and augmented reality will impact nearly every aspect of our lives—commerce, medicine, politics—the applications are infinite. It may sound like science fiction, but this vision of the future drives billions of dollars in business and is a top priority for such companies as Facebook, Google, and Sony. Yet little is known about the history of these technologies. In Defying Reality, David M. Ewalt traces the story from ancient amphitheaters to Cold War military laboratories, through decades of hype and failure, to a nineteen-year-old video game aficionado who made the impossible possible. Ewalt looks at how businesses are already using this tech to revolutionize the world around us, and what we can expect in the future. Writing for a mainstream audience as well as for technology enthusiasts, Ewalt offers a unique perspective on VR. With firsthand accounts and on-the-ground reporting, Defying Reality shows how virtual reality will change our work, our play, and the way we relate to one another.

Book Automotive User Interfaces

Download or read book Automotive User Interfaces written by Gerrit Meixner and published by Springer. This book was released on 2017-02-27 with total page 510 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on automotive user interfaces for in-vehicle usage, looking at car electronics, its software of hidden technologies (e.g., ASP, ESP), comfort functions (e.g., navigation, communication, entertainment) and driver assistance (e.g., distance checking). The increased complexity of automotive user interfaces, driven by the need for using consumer electronic devices in cars as well as autonomous driving, has sparked a plethora of new research within this field of study. Covering a broad spectrum of detailed topics, the authors of this edited volume offer an outstanding overview of the current state of the art; providing deep insights into usability and user experience, interaction techniques and technologies as well as methods, tools and its applications, exploring the increasing importance of Human-Computer-Interaction (HCI) within the automotive industry Automotive User Interfaces is intended as an authoritative and valuable resource for professional practitioners and researchers alike, as well as computer science and engineering students who are interested in automotive interfaces.

Book Elephants on Acid

    Book Details:
  • Author : Alex Boese
  • Publisher : Pan Macmillan
  • Release : 2011-03-21
  • ISBN : 075222686X
  • Pages : 299 pages

Download or read book Elephants on Acid written by Alex Boese and published by Pan Macmillan. This book was released on 2011-03-21 with total page 299 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover a world of outrageous experiments with the Sunday Times top ten bestseller, Elephants on Acid. Guided by Alex Boese's engaging storytelling, unearth answers to questions that have tickled your curious mind – from the unusual to the hilariously absurd. 'Excellent accounts of some of the most important and interesting experiments in biology and psychology' – Simon Singh, author of The Code Book A riveting look at historical experiments that challenge conventional thinking: If left to their own devices, would babies instinctively choose a well-balanced diet? - Discover the secret of how to sleep on planes - Which really tastes better in a blind tasting - Coke or Pepsi? - Would your dog run to fetch help if you fell down a disused mineshaft? - What would happen if you gave an elephant the largest ever single dose of LSD? Elephants on Acid humorously delves into these and more, delivering a unique blend of popular psychology and historical science – a fascinating insight into the bizarre world of scientific experiments.

Book Virtual Reality

Download or read book Virtual Reality written by Brett S. Martin and published by Norwood House Press. This book was released on 2017-07 with total page 50 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Reality gives people the opportunity to visit and explore worlds created by computers. With the use of headsets and headphones, users are transported to a fantasy world full of incredible experiences. Correlates with STEM instruction and NexGen standards. Includes glossary, websites, and bibliography for further reading.

Book The Third Force

    Book Details:
  • Author : Marc Laidlaw
  • Publisher : Simon and Schuster
  • Release : 1996-10-16
  • ISBN : 0684822458
  • Pages : 264 pages

Download or read book The Third Force written by Marc Laidlaw and published by Simon and Schuster. This book was released on 1996-10-16 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: The heroine is a lady librarian who is a member of the resistance in a totalitarian United States. The country is ruled by a dictator who has managed to impose his will using new technology for mind-control.

Book Interactive Cinema

    Book Details:
  • Author : Marina Hassapopoulou
  • Publisher : U of Minnesota Press
  • Release : 2024-06-25
  • ISBN : 1452971447
  • Pages : 279 pages

Download or read book Interactive Cinema written by Marina Hassapopoulou and published by U of Minnesota Press. This book was released on 2024-06-25 with total page 279 pages. Available in PDF, EPUB and Kindle. Book excerpt: Connecting interactive cinema to media ethics and global citizenship Interactive Cinema explores various cinematic practices that work to transform what is often seen as a primarily receptive activity into a participatory, multimedia experience. Surveying a multitude of unorthodox approaches throughout the history of motion pictures, Marina Hassapopoulou offers insight into a range of largely ephemeral and site-specific projects that consciously assimilate viewers into their production. Analyzing examples of early cinema, Hollywood B movies, museum and gallery installations, virtual-reality experiments, and experimental web-based works, Hassapopoulou travels across numerous platforms, highlighting a diverse array of strategies that attempt to unsettle the allegedly passive spectatorship of traditional cinema. Through an exploration of these radically inventive approaches to the medium, many of which emerged out of sociopolitical crises and periods of historical transition, she works to expand notions of interactivity by considering it in both technological and phenomenological terms. Deliberately revising and expanding Eurocentric scholarship to propose a much broader, transnational scope, the book emphasizes the ethical dimensions of interactive media and their links to larger considerations around community building, citizenship, and democracy. By combining cutting-edge theory with updated conventional film studies methodologies, Interactive Cinema presses at the conceptual limits of cinema and offers an essential road map to the rapidly evolving landscape of contemporary media.

Book Building Virtual Reality with Unity and Steam VR

Download or read book Building Virtual Reality with Unity and Steam VR written by Jeff W Murray and published by CRC Press. This book was released on 2017-06-14 with total page 428 pages. Available in PDF, EPUB and Kindle. Book excerpt: The golden age of virtual reality is here; take the first step into V.R. programming and development with Jeff W. MurrayBuilding Virtual Reality with Unity and SteamVR. Murray explores some of the topical issues surrounding virtual reality; including V.R. sickness, telepresence, performance issues and practical ways to diminish these detrimental effects to make a more comprehensive experience. Building Virtual Reality also grants readers a hands-on approach with the Unity game engine and programming. The example projects and sample C# code found in the text are compatible with all SteamVR supported virtual reality head mounted displays that are currently available. This text is the essential survival guide to VR and VR development for any reader. Author Bio: Jeff W. Murray has written two books: Game Development for iOS with Unity3D, C# Game Programming Cookbook for Unity3D, both published by CRC Press. In his game development career spanning over 14 years, he has worked with some of the world Murray Key features: Discusses some of the key issues facing virtual reality and provides helpful tips for making better V.R. experiences. Develop V.R. applications with practical examples geared to work with both the Oculus Rift and HTC Vive, as well as open source virtual reality (OSVR) headsets like the HDK. Find out how to build both standing and seated experiences. Tips on optimizing performance with the Unity Profilers. Explore examples specifically for HTC Vive Controllers and picking up and throwing physics objects, including haptic feedback. Discover how to build user interfaces for virtual reality, as well as discussing some best practices for V.R. based user interface design. Written by a games industry veteran who has been a V.R. developer since the first Oculus development kit.

Book Digital Universe

    Book Details:
  • Author : Peter B. Seel
  • Publisher : John Wiley & Sons
  • Release : 2012-01-03
  • ISBN : 1444360841
  • Pages : 290 pages

Download or read book Digital Universe written by Peter B. Seel and published by John Wiley & Sons. This book was released on 2012-01-03 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: For the student and general reader, a tour of the digital universe that offers critical observations and new perspectives on human communication and intelligence. Traces the development and diffusion of digital information and communication technologies, providing an analysis of trans-cultural effects among developed and developing nations Provides a balanced analysis of the pros and cons of the adoption and diffusion of digital technologies Explores privacy, censorship, the digital divide, online games, and virtual and augmented realities Follows a thematic structure, allowing readers to access the text at any point, based on their interests Accompanying resources provide a wealth of related online content Selected by Choice as a 2013 Outstanding Academic Title

Book Handbook of Research on Data Science and Cybersecurity Innovations in Industry 4 0 Technologies

Download or read book Handbook of Research on Data Science and Cybersecurity Innovations in Industry 4 0 Technologies written by Murugan, Thangavel and published by IGI Global. This book was released on 2023-09-21 with total page 649 pages. Available in PDF, EPUB and Kindle. Book excerpt: Disruptive innovations are now propelling Industry 4.0 (I4.0) and presenting new opportunities for value generation in all major industry segments. I4.0 technologies' innovations in cybersecurity and data science provide smart apps and services with accurate real-time monitoring and control. Through enhanced access to real-time information, it also aims to increase overall effectiveness, lower costs, and increase the efficiency of people, processes, and technology. The Handbook of Research on Data Science and Cybersecurity Innovations in Industry 4.0 Technologies discusses the technological foundations of cybersecurity and data science within the scope of the I4.0 landscape and details the existing cybersecurity and data science innovations with I4.0 applications, as well as state-of-the-art solutions with regard to both academic research and practical implementations. Covering key topics such as data science, blockchain, and artificial intelligence, this premier reference source is ideal for industry professionals, computer scientists, scholars, researchers, academicians, practitioners, instructors, and students.

Book Rethinking the New Technology of Journalism

Download or read book Rethinking the New Technology of Journalism written by Seong Jae Min and published by Penn State Press. This book was released on 2022-03-08 with total page 197 pages. Available in PDF, EPUB and Kindle. Book excerpt: News organizations have always sought to deliver information faster and to larger audiences. But when clicks drive journalism, the result is often simplistic, sensational, and error-ridden reporting. In this book, Seong Jae Min argues in favor of “slow journalism,” a growing movement that aims to produce more considered, deliberate reporting that better serves the interests of democracy. Min explores the role of technology in journalism from the printing press to artificial intelligence, documenting the hype and hope associated with each new breakthrough as well as the sometimes disappointing—and even damaging—unintended consequences. His analysis cuts through the discussion of clickbait headlines and social-media clout chasing to identify technological bells and whistles as the core problem with journalism today. At its heart, Min maintains, traditional shoe-leather reporting—knocking on doors, talking to people, careful observation and analysis—is still the best way for journalism to serve its civic purpose. Thoughtful and engaging, Rethinking the New Technology of Journalism is a compelling call for news gathering to return to its roots. Reporters, those studying and teaching journalism, and avid consumers of the media will be interested in this book.

Book Visualizing cityscapes of Classical antiquity  from early modern reconstruction drawings to digital 3D models

Download or read book Visualizing cityscapes of Classical antiquity from early modern reconstruction drawings to digital 3D models written by Chiara Piccoli and published by Archaeopress Publishing Ltd. This book was released on 2018-04-30 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: The study presented here aims to make a practical contribution to a new understanding and use of digital 3D reconstructions in archaeology, namely as ‘laboratories’ to test hypotheses and visualize, evaluate and discuss multiple interpretations.