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Virtuelle verdener

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  • af Information R. . . Management Association
    7.172,95 kr.

    "With the advent of virtual environments and communities, the metaverse has been rapidly expanding in recent years as businesses and industries have begun to see the value and opportunities this technology provides. In order to ensure this technology is utilized to its full potential, further study on the best practices, challenges, and future directions is required. The Research Anthology on Virtual Environments and Building the Metaverse considers the latest research regarding the metaverse and discusses potential issues and benefits of the technology. The book also examines strategies and tactics businesses and companies can use when implementing the metaverse into their operations. Covering key topics such as immersion, augmented reality, and virtual worlds, this major reference work is ideal for computer scientists, business owners, managers, industry professionals, researchers, scholars, academicians, practitioners, instructors, and students"--

  • af Dawson Morton
    147,95 kr.

  • af David Shrier
    145,95 kr.

  • af Ahmad Hoirul Basori
    1.662,95 kr.

  • af Maxwell Oliver
    1.597,95 kr.

  • af Nicolas Cole
    182,95 kr.

  • af Chris Allcock
    462,95 kr.

  • af Ian Khan
    225,95 kr.

    Your first step to understanding what the metaverse is all aboutYou've probably heard that the metaverse--a word that seemingly went from nonexistent to everywhere -- is the next big thing in technology. What is it, anyway? Written by a leading futurist, Metaverse For Dummies unravels the mysteries of the metaverse, for the curious and for anyone looking to get in on the ground floor. Discover how to carve out your niche in the metaverse with easy-to-understand breakdowns of the major technologies and platforms, a guide to doing business in the metaverse, and explorations of what meta means for sports, education, and just about every other area of life. The book even gives you a guide to safety in the metaverse, including how much of your real life you should share in your virtual one. This book answers all the big questions about the metaverse, in simple terms.* Explore the metaverse and the major players* Get a look at how the metaverse will disrupt industries from gaming to online commerce* Discover business opportunities on the metaverse* Dive into metaverse gaming and virtual events--safelyThis book is a must for anyone looking for an approachable primer on what the metaverse is, how it works, and the opportunities within it.

  • af Louisa Scarr
    107,95 kr.

  • af Vicky V. Choudhary
    192,95 - 257,95 kr.

  • af Luisrafael Pereira-Berti
    112,95 kr.

  • af Terry C. Simpson
    192,95 kr.

  • af Lori Getz
    182,95 kr.

    This guide is for the Tech Savvy tween and teen. You already understand how to text, post, share, comment and like. Now learn what happens with all of the information! The Tech Savvy User's Guide to the Digital World is an accurate, honest and entertaining workbook without all of the Do's and Don't! Most appropriate for ages 9-13. Stories and workbook included.

  • af Terry C. Simpson
    157,95 kr.

  • af Warren Dent
    157,95 kr.

    Welcome to the Future! Two teenage boys share a new electronic toy which they manage via their computers. They've identified an unadvertised unique use and opportunity for its capabilities which rewards them handily. Not without risk of course. When they became wary of getting caught they switch to a new endeavor and run into potentially even more serious trouble. They strategize on how to stay safe and anonymously let the authorities know of a pending crime option. They get indirect kudos for helping avoid an unlawful event. In a busy metropolis years ahead in some future world, three men wrestle their interaction with avatars of friends and family. One has a former wife whose avatar insists on contacting him at crucial times when he is preparing detailed video instructions for preserving a patient's life in a remote facility. His ex-wife just can't seem to accept a final goodbye. Another man's ex-wife uses her computer hacking skills to access her ex-husband's bank accounts, and employs a young live female friend to gain access to the trust account vault where a vital strongbox is held. This friend claims the ex-husband got her pregnant in college many years before, and threatens blackmail unless major support funds are provided. The avatar and the live woman work together to secure their financial future. The tables get turned when ex-husband and hackers use sophisticated systems technology applications. A surprise ending affects all three players. Elsewhere a group of tennis players lament the passing of one of their members. His avatar however goads the remaining members in their matches, until one player comes up with a solution. The former now-dead member also turns against his still living wife who is unaware of his evil intentions. Should current members make her aware of what's planned? You'll have to read inside to see.

  • - Rhetoric, awe, fear, and death in contemporary video games
    af Matthew Spokes
    1.107,95 kr.

    Can you have a transformative experience as a result of falling through a programming error in the latest triple-A title? Does looking out across a vast virtual vista of undulating mountains and tumultuous seas edge you closer to the sublime? In an effort to answer these sorts of questions, Gaming and the Virtual Sublime considers the 'virtual sublime' as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment. Through a detailed examination of the history of the sublime, from pseudo-Longinus' jigsaw puzzle of the sublime in rhetoric, through the eighteenth-century obsession with beauty and terror, past the Kantian mathematical and dynamical sublime, all the way to Lyotard's 'unpresentable event' and Deleuze's work on chaos and rhythm, this book road-tests these differing components in a far-reaching exploration of how video games - as virtual spaces of affect - might reshape our opportunities for sublime experience. Using playthroughs, developer diaries, forums discussions and contemporaneous reviews, and games ranging from the heartbreak of That Dragon: Cancer through to the abject body-horror of Outlast (with a dash of Tetris in-between) are discussed in terms the experience(s) of play, their design and their co-creation with gamers with a specific focus on rhetoric and narrative; awe; fear and terror; death and boredom. Written in an engaging and accessible style, this book is a must-read for philosophers, scholars, and those interested in games and popular culture more broadly.

  • af Dragan Cvetkovi¿
    1.662,95 kr.

    Massive Open Online Courses (MOOCs) are free online courses available to anyone who can sign up. MOOCs provide an affordable and flexible way to learn new skills, advance in careers, and provide quality educational experiences to a certain extent. Millions of people around the world use MOOCs for learning and their reasons are various, including career development, career change, college preparation, supplementary learning, lifelong learning, corporate e-Learning and training, and so on.

  • af Eduard Babulak
    1.662,95 kr.

    This book presents state-of-the-art educational technologies and teaching methodologies and discusses future educational philosophies in support of the global academic society. New Updates in E-Learning is a collection of chapters addressing important issues related to effective utilization of the Internet and Cloud Computing, virtual robotics, and real-life application of hybrid educational environments to enhance student learning regardless of geographical location or other constraints. Over ten chapters, the book discusses the current and future evolution of educational technologies and methodologies and the best academic practices in support of providing high-quality education at all academic levels.

  • af Angel Torres-Toukoumidis
    549,95 kr.

    This book takes a multidisciplinary approach to the question of esports and their role in society. It will be of great interest to scholars, students, and anyone working in game studies, new media, leisure, sport studies, communication studies, transmedia literacy, and digital culture.

  • af M. Mahruf C. Shohel
    1.937,95 kr.

    E-learning and digital education approaches are evolving and changing the landscape of teaching and learning at all levels of education throughout the world. Innovation of emerging learning technologies is assisting e-learning and digital education to meet the needs of the 21st century. Due to the digital transformation of everyday practice, the process of learning and education has become more self-paced and accessible at any time from anywhere. The new generations of digital natives are growing up with a set of skills through their engagement with the digital world. In this context, this book includes a collection of chapters to facilitate continuous improvements including flexibility and accessibility in e-learning and digital education by exploring the challenges and opportunities of innovative approaches through the lenses of current theories, policies, and practices.

  • af Peter Jay Zweig
    527,95 kr.

    Reality 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.

  • af Jeff H. Bolton
    227,95 kr.

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