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Virtual reality

Her finder du spændende bøger om Virtual reality. Nedenfor er et flot udvalg af over 98 bøger om emnet.
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  • af Masahiko Inami
    1.477,95 kr.

    This book proposes a novel body image to bridge gap between self-transformation and preserving sense of self: the Jizai body. Automation and digitization have served to transform our lives. Digital transformation, for example, is rapidly changing the world every day, making life more convenient and comfortable. However, there is a worrying trend of removing the human element from human-centric systems as technologies and algorithms become more capable. Leaving humanity behind, especially its corporal components, will leave persons unable to feel a sense of self in their newfound comfort. Despite the allure of an automated life, it is doubtful that the authors will find happiness without a sense of control. Exploring the essence of what makes us human from a physiological and psychological standpoint, the authors present a new perspective on what constitutes a body in this era where the real physical world and virtual information world coexist. The authors present state-of-the-art research which seeks to free humanity from its physical constraints and allow free control of both the natural and extended body. The next step in human evolution starts here.

  • af Rebecca Hackemann
    382,95 - 932,95 kr.

  • af Stan Schatt
    337,95 kr.

    Don't let artificial intelligence and robots steal your job!Still Room for Humans is the only survival guide you need in order to stay employable in the future. This book will teach you how to: make yourself indispensable to your company, develop soft skills that robots and AI cannot match, collaborate with robots, retool your skills without going back to school.You will also learn which traditionally safe careers and entire industries will no longer be safe in the future because of artificial intelligence. The author details why the changes caused by disruptive technology will be far greater and take place far faster than in previous industrial revolutions.This book offers several ways to cope with the introduction of artificial intelligence and robotics to a company or organization as well as how to take advantage of the disruption likely to result from other new technologies including 3D printing, the Internet of Things, virtual reality, green technologies, Big Data, blockchain, and nanotechnology.Still Room for Humans spells out the types of jobs long associated with well-paying careers that should be avoided because they are most likely to be eliminated by artificial intelligence. It lists several new jobs that don't exist yet but will be created shortly as new technologies become more prevalent.Schatt provides career planning information as well as specific advice for those readers already employed.

  • af Walter Smerling
    372,95 kr.

    Digitale Kunst seit 1859? Was hat digitale Kunst mit dem noch ganz analogen 19. Jahrhundert zu tun? Und wie beeinflusst die Digitalisierung heute Künstlerinnen und Künstler?Längst hat die Digitalisierung auch die Kunst erreicht - weltweit erfinden Künstler* innen neue digitale Räume und Erzählungen. DIMENSIONS zeigt, dass es sich hierbei weniger um einen neuen Trend, sondern vielmehr um eine Konstanteder Kunstgeschichte handelt, die immer schon vom Dialog neuer Technologien und künstlerischer Ausdrucksweisen geprägt wurde.

  • af Jaleh Afshar
    435,95 kr.

    Explore Meta Spark Studio, a program used for augmented reality (AR) effect creation and deployment across multiple social media channels. This beginner¿s guide to AR development focuses on practical, project-based learning ¿ no prior coding or design experience is required.You will start by learning the fundamentals of AR as a whole and become familiar with key terminology and core concepts, building a baseline understanding of the technology overall.Using that foundational knowledge, yoüll embark on step-by-step tutorials and get hands-on with building AR effects. Projects include selfie effects that react to facial expressions and target tracking effects that respond to images detected in the real-world environment. Yoüll also learn how to create an entire AR game, including animations and scoring.Along the way, yoüll learn techniques for how to customize each one of these projects to fit your own unique vision. Additionally, yoüll become familiar with the ways to publish and share these creations with others.With access to this technology being available in nearly every smartphone, the world of AR is expanding every day. Now is a great time to tell your creative story through this new medium.You will:¿ Create a face tracking project that reacts to facial expressions¿ Build a target tracking project that responds to images in the real world¿ Develop a complete AR game with animations and scoring¿ Customize project templates with alternative assets and parameters¿ Understand how to package these effects for official publishing through social media platformsWho is this book for:This book is ideal for students, educators, creatives, small-business owners, or anyone else interested in creating immersive AR experiences for social networking platforms such as Instagram and Facebook. No coding or design experience is required.

  • af Matthias Wölfel
    439,95 kr.

    Vollständig realistische Erfahrungen in einer virtuellen Welt anbieten: Darum geht es bei Immersiver Virtueller Realität. Das ausführliche Lehrbuch bietet Studierenden der Informatik, Medien-, Ingenieur- oder Sozialwissenschaften sowie Medienschaffenden und Anwendern immersiver Umgebungen ein anschauliches Nachschlagewerk zu einschlägigen Lehrveranstaltungen oder zum Selbststudium. Dabei adressiert das Buch alle Aspekte immersiver Medien, die für ein ganzheitliches Verständnis relevant sind: Die ersten Kapitel führen in die theoretischen Grundlagen ein. Diese behandeln die verschiedenen Ausprägungender Realität sowie das Metaversum als Zukunftsvision des Internets, geben einen historischen Überblick, beschreiben relevante Sinne und setzen sich mit Interaktion, Interface und Fortbewegung auseinander. Die darauffolgenden Kapitel veranschaulichen die zugrundeliegenden Technologien wie Sensorik, Tracking und Ausgabetechniken einschließlich Stereoskopie und kopfbezogener Übertragungsfunktion. Der letzte Teil des Buches gibt praxisnahe Einblicke in die unterschiedlichen Anwendungsbereiche: Unterhaltung, soziale Interaktion, Lehren und Lernen, Entwicklung sowie soziologische und medientheoretische Forschung.

  • af Corina L. Apostol
    274,95 kr.

    As the opposition between illusion and reality dissolves and the boundaries between the world we inhabit and its virtual dimensions blur, Immerse! examines how computer-generated public spaces shape our current political and social discourses. What is the potential of virtual reality within the art field, when concepts such as presence and absence, material and immaterial are beginning to lose their validity?Realized as part of the international research project Beyond Matter that explores the shift in the production and mediation of visual art within institutional frameworks. Exhibition spaces are physical locations of knowledge production and exchange, where spatial qualities play an important role in the contextualization of information. One of the goals of the project is to develop virtual productions that maintain these sensual qualities, but add layers of digitized and born-digital content to defy transience and the dependency on geographical locations, and create entirely new immersive experiences.The catalogue offers the reflections on the theme by curators Corina L. Apostol and Lívia Nolasco-Rózsás as well as 19 visual essays by trailblazing artists and four in-depth theoretical texts by Helen Kaplinsky, Matthew Fuller, LukáS Likavcan, Zsolt Miklósvölgyi and Márió Z. Nemes that explore the concept of immersion.

  • af Franziska Baumann
    454,95 kr.

    This SpringerBrief provides a unique insight into the practice and research of the connections between voice, HCI and embodiment. Specifically, it explores how the voice can be embodied and mediated by means of gestural communication through sensor interfaces and aims to situate and contextualise various aspects that generate meaningful connections in such interactive interface performance. The author offers an approach for understanding creative practices between humans and computers in gestural live music performance, from the perspective of the embodied relationships created within such systems. Underlying practices, principles and sensor technologies that support creativity in embodied human-computer interaction in vocal music performance are examined and a dynamic framework and tools for anyone wishing to engage with this subject in depth are presented.The book is essential reading not only for musicians, composers, researchers, application developers,musicologists and educators but also for students and tertiary institutions as well as actors and dramaturgs in a music context.

  • af Marko Orel
    497,95 kr.

    The recent shift in labour markets has heightened the demand for alternative work arrangements. Virtual reality (VR) technology plays a significant role in this transition, with remote work as efficient as work performed from an organization's own office space. This book explores the impact of immersive VR technology on the new virtual workspace. Specifically, it examines how VR can enable employees to overcome the distractions associated with working from home, increase their visibility on team projects, build stronger relationships with co-workers, reduce feelings of isolation due to social distancing, and facilitate their engagement in collaborative work processes. It also explores the limitations of two-dimensional, computer-mediated communication tools for flexible working arrangements. It, thus, offers theoretical foundations for future research on office digitalization and subsequent applications of VR technology on office work. It also features the analysis of two dozen problem-centered expert interviews with creators and executives of leading productivity VR tools that enable the remote collaboration between knowledge workers.

  • af Information R. . . Management Association
    7.027,95 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 Information R. . . Management Association
    7.027,95 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 Sudip Paul & Jitendra Kumar Verma
    1.648,95 kr.

  • af Laura G. Militello, Christen E. Sushereba & Sowmya Ramachandran
    363,95 - 1.099,95 kr.

  • af Dawson Morton
    147,95 kr.

  • af Bernhard Preim
    1.315,95 kr.

    Visualization, Visual Analytics and Virtual Reality in Medicine: State-of-the-art Techniques and Applications describes important techniques and applications that show an understanding of actual user needs as well as technological possibilities. The book includes user research, for example, task and requirement analysis, visualization design and algorithmic ideas without going into the details of implementation. This reference will be suitable for researchers and students in visualization and visual analytics in medicine and healthcare, medical image analysis scientists and biomedical engineers in general. Visualization and visual analytics have become prevalent in public health and clinical medicine, medical flow visualization, multimodal medical visualization and virtual reality in medical education and rehabilitation. Relevant applications now include digital pathology, virtual anatomy and computer-assisted radiation treatment planning.

  • af David Shrier
    145,95 kr.

  • af Anthea Sharp
    357,95 kr.

    **USA Today bestselling YA Urban Fantasy Book 2 in the award-winning Feyland series** Immersive gaming. Faeries. A hero from the wrong side of the tracks, and the girl he's afraid to love. Not to mention dangerous magic that threatens the entire human world...INSIDE THE GAME... Jennet Carter escaped the dark faeries of Feyland once. Now, fey magic is seeping out of the prototype game, beguiling the unwary and threatening everyone she cares about.MAGIC... Tam Linn may be a hero in-game, but his real life is severely complicated. Still, he'll do whatever it takes to stop the creatures of Feyland, even if it means pushing Jennet toward the new guy in school--the one with an inside connection to sim-gaming... and the uncanny ability to charm everyone he meets.ALWAYS WINS... Despite the danger, Jennet and Tam must return to Feyland to face the magic of the Bright Court--and a powerful new enemy who won't stop until the human world is at the mercy of the Realm of Faerie.

  • af Ahmad Hoirul Basori
    1.662,95 kr.

  • af Maxwell Oliver
    1.567,95 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
    102,95 kr.

  • af Vicky V. Choudhary
    187,95 - 252,95 kr.

  • - Rhetoric, awe, fear, and death in contemporary video games
    af Matthew Spokes
    1.091,95 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.

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