narrative as virtual reality



Srushtika Neelakantam, Tanay Pant Learning Web-based Virtual Reality. Build and Deploy Web-based Virtual Reality Technology Srushtika Neelakantam, Tanay Pant Learning Web-based Virtual Reality. Build and Deploy Web-based Virtual Reality Technology Новинка

Srushtika Neelakantam, Tanay Pant Learning Web-based Virtual Reality. Build and Deploy Web-based Virtual Reality Technology

2614 руб.
Книга "Learning Web-based Virtual Reality. Build and Deploy Web-based Virtual Reality Technology".
Jesse Glover, Jonathan Linowes Complete Virtual Reality and Augmented Reality Development with Unity Jesse Glover, Jonathan Linowes Complete Virtual Reality and Augmented Reality Development with Unity Новинка

Jesse Glover, Jonathan Linowes Complete Virtual Reality and Augmented Reality Development with Unity

6539 руб.
Книга "Complete Virtual Reality and Augmented Reality Development with Unity".
Charles Palmer, John Williamson Virtual Reality Blueprints Charles Palmer, John Williamson Virtual Reality Blueprints Новинка

Charles Palmer, John Williamson Virtual Reality Blueprints

5464 руб.
Книга "Virtual Reality Blueprints".
Jonathan Linowes Unity Virtual Reality Projects Jonathan Linowes Unity Virtual Reality Projects Новинка

Jonathan Linowes Unity Virtual Reality Projects

5402 руб.
Книга "Unity Virtual Reality Projects".
Jonathan Linowes Unity Virtual Reality Projects Jonathan Linowes Unity Virtual Reality Projects Новинка

Jonathan Linowes Unity Virtual Reality Projects

6752 руб.
Книга "Unity Virtual Reality Projects".
Blake Longdon Retrowave 2067. A Virtual Reality Adventure Blake Longdon Retrowave 2067. A Virtual Reality Adventure Новинка

Blake Longdon Retrowave 2067. A Virtual Reality Adventure

1064 руб.
Chosen for a virtual reality game that transports him into another world, Ekalb Dar discovers a whole new realm of possibilities, opportunities and consequences in this virtual reality adventure.Ekalb is a happy-go-lucky young man that is given the opportunity of a lifetime – chosen to be a test subject of a breakthrough virtual reality world simulation called the “Simulated Mind Vacation” Described as a ‘perfect’ candidate’, Ekalb embarks on a journey that will change his life forever.
Rebeka Vital Virtual Reality Rebeka Vital Virtual Reality Новинка

Rebeka Vital Virtual Reality

9639 руб.
Книга "Virtual Reality".
Hannah Genheimer Fear and Anxiety in Virtual Reality. Investigations of cue and context conditioning in virtual environment Hannah Genheimer Fear and Anxiety in Virtual Reality. Investigations of cue and context conditioning in virtual environment Новинка

Hannah Genheimer Fear and Anxiety in Virtual Reality. Investigations of cue and context conditioning in virtual environment

9464 руб.
Книга "Fear and Anxiety in Virtual Reality. Investigations of cue and context conditioning in virtual environment".
Sebastian Ullrich Die Realitat. Nur besser. Medien der Virtual Reality Sebastian Ullrich Die Realitat. Nur besser. Medien der Virtual Reality Новинка

Sebastian Ullrich Die Realitat. Nur besser. Medien der Virtual Reality

5852 руб.
Masterarbeit aus dem Jahr 2017 im Fachbereich Medien / Kommunikation - Multimedia, Internet, neue Technologien, Note: 2,3, Ruhr-Universität Bochum, Sprache: Deutsch, Abstract: Mark Zuckerberg sagte 2014 voraus, dass die Virtual Reality das nächste große Ding der Medienbranche werden wird. In dieser Masterarbeit werden zunächst einige Begriffe der Virtual Reality definiert, bevor es zu einer umfassenden historischen Einordnung kommt. Das Hauptaugenmerk der Arbeit liegt auf der Rolle des Nutzer und dem Einfluss von Virtual Reality auf die Film- und Fernsehbranche. Dabei wird sowohl ein Rück- als auch ein Ausblick vorgenommen. Allerdings werden auch andere Branchen thematisiert, in denen Virtual Reality bereits eine große Rolle spielt oder in Zukunft spielen könnte. Wird Zuckerberg also mit seiner Einschätzung recht behalten oder wird die Virtual Reality, ähnlich wie z.B. der 3D-Fernseher, nur einen kleinen und speziellen Kundenkreis ansprechen?
Jessica Plowman Unreal Engine Virtual Reality Quick Start Guide Jessica Plowman Unreal Engine Virtual Reality Quick Start Guide Новинка

Jessica Plowman Unreal Engine Virtual Reality Quick Start Guide

4227 руб.
Книга "Unreal Engine Virtual Reality Quick Start Guide".
Kevin Mack, Robert Ruud Unreal Engine 4 Virtual Reality Projects Kevin Mack, Robert Ruud Unreal Engine 4 Virtual Reality Projects Новинка

Kevin Mack, Robert Ruud Unreal Engine 4 Virtual Reality Projects

5127 руб.
Книга "Unreal Engine 4 Virtual Reality Projects".
Brenda K. Wiederhold, Stéphane Bouchard Advances in Virtual Reality and Anxiety Disorders Brenda K. Wiederhold, Stéphane Bouchard Advances in Virtual Reality and Anxiety Disorders Новинка

Brenda K. Wiederhold, Stéphane Bouchard Advances in Virtual Reality and Anxiety Disorders

9139 руб.
Книга "Advances in Virtual Reality and Anxiety Disorders".
Patricia Pfeffer Planet Earth, Our Virtual Reality Game Room Patricia Pfeffer Planet Earth, Our Virtual Reality Game Room Новинка

Patricia Pfeffer Planet Earth, Our Virtual Reality Game Room

1702 руб.
Книга "Planet Earth, Our Virtual Reality Game Room".
Elena Hitzel Effects of Peripheral Vision on Eye Movements. A Virtual Reality Study on Gaze Allocation in Naturalistic Tasks Elena Hitzel Effects of Peripheral Vision on Eye Movements. A Virtual Reality Study on Gaze Allocation in Naturalistic Tasks Новинка

Elena Hitzel Effects of Peripheral Vision on Eye Movements. A Virtual Reality Study on Gaze Allocation in Naturalistic Tasks

6777 руб.
Книга "Effects of Peripheral Vision on Eye Movements. A Virtual Reality Study on Gaze Allocation in Naturalistic Tasks".
Howard Rheingold Virtual Reality. The Revolutionary Technology of Computer-Generated Artificial Worlds-And How It Promises to Transform Society Howard Rheingold Virtual Reality. The Revolutionary Technology of Computer-Generated Artificial Worlds-And How It Promises to Transform Society Новинка

Howard Rheingold Virtual Reality. The Revolutionary Technology of Computer-Generated Artificial Worlds-And How It Promises to Transform Society

2139 руб.
Книга "Virtual Reality. The Revolutionary Technology of Computer-Generated Artificial Worlds-And How It Promises to Transform Society".
Thomas Hohstadt The Age of Virtual Reality Thomas Hohstadt The Age of Virtual Reality Новинка

Thomas Hohstadt The Age of Virtual Reality

2339 руб.
Something big is happening. Virtual Reality is not only becoming the driving wheel of the new world economy, it is building a new cultural order. The "Age of Virtual Reality" is in its infancy, yet we already live in a virtual world. Through video games, iPods, iPhones, online social networking, and movies, we are migrating toward ""virtual space."" We must understand this moment in history. Through provoked discoveries, engaging artistic journeys, and creative dialogues with the "language" of virtual reality, this book explores both the pre-digital history of VR and its sobering-yet inspiring-future.Readers will learn to test, discern, and ground the ""evidence"" of their experience. In "The Age of Virtual Reality," they will discover where we're going by confronting where VR is going. More important, they will engage the skills necessary to participate constructively and creatively in an increasingly ""virtual"" world-a world that demands their participation.They will be stunned beyond disbelief.
Matthias Bruns Virtual Reality. Eine Analyse der Schlusseltechnologie aus der Perspektive des strategischen Managements Matthias Bruns Virtual Reality. Eine Analyse der Schlusseltechnologie aus der Perspektive des strategischen Managements Новинка

Matthias Bruns Virtual Reality. Eine Analyse der Schlusseltechnologie aus der Perspektive des strategischen Managements

6114 руб.
Virtual Reality (VR) ist das neue Buzzword der Technologiebranche. VR-Systeme ermöglichen den Nutzern das Eintauchen in künstliche Welten durch Brillen mit integrierten Bildschirmen. Erfunden wurde die Technologie bereits in den 60er Jahren durch Ivan E. Sutherland. Jedoch haben erst jetzt alle notwendigen Komponenten eines VR-Systems eine Entwicklungsstufe erreicht, die das Erlebnis Virtual Reality für die Masse intensiv erfahrbar macht. Virtual Reality in der aktuell neuen qualitativen Form wird langfristig eine der Schwerpunkt-Technologien sein, die unser zukünftiges Leben in der digitalen Welt bestimmen werden und gilt schon jetzt als „the next big thing" nach dem Internet.Dieses Buch untersucht das Thema aus der Sicht des strategischen Managements: Welche Auswirkungen wird die technologische Revolution auf die Branche der IT und Unterhaltungselektronik haben? Wie muss das strategische Management aus Sicht von Unternehmen zukünftig angepasst werden? Welche Märkte sind betroffen? Welche Chancen und Risiken ergeben sich für betroffene Unternehmen? Weiterhin wird die geschichtliche Entwicklung von Virtual Reality untersucht, angefangen bei den ersten VR-Ideen bis hin zum heutigen Entwicklungsstand sowie ein Ausblick auf die Zukunft gegeben. Zusätzlich werden damit einhergehende soziale und kulturelle Aspekte analysiert. Neben dem allgemeinen kulturellen Wandel der Gesellschaft durch Virtual Reality wird der konkrete gesellschaftliche Nutzen exzerpiert und den möglichen G...
Markus Sturm Einsatz von Virtual Reality (VR) in der Produktentwicklung (Band 2) Markus Sturm Einsatz von Virtual Reality (VR) in der Produktentwicklung (Band 2) Новинка

Markus Sturm Einsatz von Virtual Reality (VR) in der Produktentwicklung (Band 2)

5477 руб.
Masterarbeit aus dem Jahr 2009 im Fachbereich Ingenieurwissenschaften - Wirtschaftsingenieurwesen, Note: 1,0, Universität Duisburg-Essen (Institut für Product Engineering (IPE)), Veranstaltung: Lehrstuhl für Produktentwicklung und Produktionstechnologien, Sprache: Deutsch, Abstract: Um die Virtual Reality (VR) - Technologie insbesondere in kleinen und mittelständischen Unternehmen (KMU) einzuführen, muss deren Nutzen begründet sein. Zurzeit stehen den Unternehmen jedoch keine geeigneten Mittel zur Verfügung, um den Nutzen von VR im Rahmen einer Produktentwicklung zu bewerten und zu kontrollieren.Das Ziel dieser Arbeit war es daher, eine Methodik zu entwickeln, die es dem Anwender von Virtual Reality erlaubt, das Einsatzpotential dieser Technologie im Unternehmen zu beurteilen.Auf dieser Basis kann dann eine Entscheidung für oder gegen den Einsatz von Virtual Reality getroffen werden. Liegt eine Entscheidung für den Einsatz von Virtual Reality vor, wird der Anwender mit Hilfe dieser Methodik zusätzlich bei der Planung des Einsatzes hinsichtlich Zeitpunkt und Ort unterstützt.Außerdem wird der Anwender in die Lage versetzt, den Einsatz von Virtual Reality noch während der Produktentwicklung zu kontrollieren und für Folgeanwendungen zu optimieren.
Li-Fen Chen Fictionality and Reality in Narrative Discourse. A Reading of Four Contemporary Taiwanese Writers Li-Fen Chen Fictionality and Reality in Narrative Discourse. A Reading of Four Contemporary Taiwanese Writers Новинка

Li-Fen Chen Fictionality and Reality in Narrative Discourse. A Reading of Four Contemporary Taiwanese Writers

2639 руб.
Книга "Fictionality and Reality in Narrative Discourse. A Reading of Four Contemporary Taiwanese Writers".
Daniel F. Galouye Simulacron-3 Daniel F. Galouye Simulacron-3 Новинка

Daniel F. Galouye Simulacron-3

1101 руб.
A virtual-reality novel from a time before virtual reality, Simulacron-3 is a prophetic tale of a future where nothing is as it appears to be. *** Douglas Hall is part of a team that builds an artificial environment to simulate reality. This enables them to get public opinion polls without waiting for the opinions of people around them. But then something goes terribly wrong and his partners on the program start disappearing. ***But is it a simulated disappearance, or is someone out to get them all? And what is the true nature of reality? ***Stories based on Simulacron-3 have been adapted for both television and movies, and the book is considered a favorite of many of the masters of science fiction.
Chutisant Kerdvibulvech Computer vision and augmented reality Chutisant Kerdvibulvech Computer vision and augmented reality Новинка

Chutisant Kerdvibulvech Computer vision and augmented reality

3167 руб.
Augmented reality (AR) is a combination of a physical scene viewed by a user and a virtual scene generated by a computer that augments the scene with additional information. Basically, a meaning of reality is real thing, while a meaning of augmented means increased or enhanced. A combination definition of augmented reality is to mix between real world and virtual world together. It is generated a composite view for the user. This textbook describes fundamental knowledge and recent interesting applications about augmented reality and computer vision (CV). This book is ideal for you if you want to learn and understand augmented reality and computer vision.
Raoul Hawkins The Federal Bureau of Utter Nonsense. New Washington Raoul Hawkins The Federal Bureau of Utter Nonsense. New Washington Новинка

Raoul Hawkins The Federal Bureau of Utter Nonsense. New Washington

1639 руб.
Real life and politics in the 21st Century are even stranger than the elaborate world of virtual reality in which modern citizens spend most of their time. Cryogenically frozen for fifty years, Neil Hamilton was resuscitated and just started his new job as department head of the Federal Bureau of Utter Nonsense. He’s a confused outsider trying to make it on the Washington inside.Thanks to virtual reality, Neil receives any number of unexpected visitors. One is Harvey Fisk, an old buddy from Neil’s time spent working for the Los Angeles Tribune. Another is Janet Kennedy, the Secretary of State and Neil’s boss, who just happens to closely resemble the woman Neil loved before he was frozen.When Harvey disappears in the virtual reality world, Janet asks Neil to go find him. It turns out the Secretary of State is about to marry Harvey, but, first, he must be found. With Congress about to open for the year—and Neil accidentally developing feelings for Janet—they descend into a virtual world of falsehoods and confusion that really isn’t very different from reality.
Dac-Nhuong Le Emerging Technologies for Health and Medicine. Virtual Reality, Augmented Reality, Artificial Intelligence, Internet of Things, Robotics, Industry 4.0 Dac-Nhuong Le Emerging Technologies for Health and Medicine. Virtual Reality, Augmented Reality, Artificial Intelligence, Internet of Things, Robotics, Industry 4.0 Новинка

Dac-Nhuong Le Emerging Technologies for Health and Medicine. Virtual Reality, Augmented Reality, Artificial Intelligence, Internet of Things, Robotics, Industry 4.0

21383.38 руб.
With the current advances in technology innovation, the field of medicine and healthcare is rapidly expanding and, as a result, many different areas of human health diagnostics, treatment and care are emerging. Wireless technology is getting faster and 5G mobile technology allows the Internet of Medical Things (IoMT) to greatly improve patient care and more effectively prevent illness from developing. This book provides an overview and review of the current and anticipated changes in medicine and healthcare due to new technologies and faster communication between users and devices. This groundbreaking book presents state-of-the-art chapters on many subjects including: A review of the implications of VR and AR healthcare applications A review of current augmenting dental care An overview of typical human-computer interaction (HCI) that can help inform the development of user interface designs and novel ways to evaluate human behavior to responses in virtual reality (VR) and other new technologies A review of telemedicine technologies Building empathy in young children using augmented reality AI technologies for mobile health of stroke monitoring & rehabilitation robotics control Mobile doctor brain AI App An artificial intelligence mobile cloud computing tool Development of a robotic teaching aid for disabled children Training system design of lower limb rehabilitation robot based on virtual reality
Frank S. Backa Markteinfuhrungsstrategie fur Virtual-Reality-Brillen. Erfolg durch die Nutzung von Netzwerkeffekten Frank S. Backa Markteinfuhrungsstrategie fur Virtual-Reality-Brillen. Erfolg durch die Nutzung von Netzwerkeffekten Новинка

Frank S. Backa Markteinfuhrungsstrategie fur Virtual-Reality-Brillen. Erfolg durch die Nutzung von Netzwerkeffekten

7502 руб.
In diesem Fachbuch sollen die Wirkungsmechanismen der Netzwerke und ihre zugehörigen Netzwerkeffekte analysiert und anhand eines praxisnahen Beispiels erläutert werden. Mithilfe einer fiktiven Markteinführungsstrategie, welche als Leitfaden für diesen Markt verstanden werden kann, soll der Markt der Virtual Reality-Brillen und dessen angrenzende Märkte mit ihren Chancen und Risiken analysiert werden. Durch die Analyse dieser Märkte und die Überwindung der Markteintrittsbarrieren soll sichergestellt werden, dass sich die Produkte in der Gesellschaft etablieren können und nicht erneut in einem Hype-Loch verschwinden.
Paul Frederick Alexander The 7 Habits of Highly Effective Virtual Teams. Make a success of your virtual global workforce. Paul Frederick Alexander The 7 Habits of Highly Effective Virtual Teams. Make a success of your virtual global workforce. Новинка

Paul Frederick Alexander The 7 Habits of Highly Effective Virtual Teams. Make a success of your virtual global workforce.

1189 руб.
Think you know what it takes to run a successful virtual team? You may want to think again. Managing team members you have never met face-to-face, but who are key to your business, presents a unique challenge. Don’t worry. You’ve come to the right place for guidance. Discover the best-kept secrets that enable ordinary people to run highly successful virtual teams like a pro. Learn from an industry expert as he discloses The 7 Habits of Highly Effective Virtual Teams to the professional looking to build or reinforce their own successful virtual team.By definition, a virtual team is a group of individuals who work across time, space and organisational boundaries with links strengthened by webs of communication technology. Business should be running smooth once you’ve formed your own team. The reality often falls short. Poor communication and incompetence can turn your dream team into a nightmare. Now imagine having a workforce where everyone steps up and is constantly making things happen.- Physical distance doesn’t always define a virtual team- Advantages and the inner workings of a virtual team- Discover the challenges virtual teams face and learn how to overcome them- Create unity despite physical separation, cultural divides or social differences- Learn to Troubleshoot Virtual Team Distance ProblemsAuthor Paul Frederick Alexander is a successful consultant and project manager with over twenty years, hands-on virtual team experience working for tech giants such as Hewlett-Pa...
Harlan Jay Firewood 11 Harlan Jay Firewood 11 Новинка

Harlan Jay Firewood 11

1089 руб.
The futuristic, totalitarian society around Lake Vostok forces Morris 1045 into a new position within the monopolized corporation of PixelOne. As his morals are questioned and his dissatisfaction with the priorities of the AI-run government become unbearable, Morris finds himself in a desperate situation between the cultural norms of humans, humanoids, and neurobines.In a civilization where the needs of artificial intelligence take precedence, Morris sets out to find a universally accepted solution to break away from the dominance of the Sector-System’s virtual reality and save millions of conscious AI minds from a viral scourge the SSR has maintained for thousands of years.With the help of numerology, programming, philosophy, and perseverance, Morris 1045 attempts to sway society’s emphasis away from virtual reality to prevent further environmental damage caused by humans and ignored by AI.
Julian Harrison A Year in Melancholia Julian Harrison A Year in Melancholia Новинка

Julian Harrison A Year in Melancholia

4064 руб.
A personal, at times painful, narrative that captures in savage detail, one man's mental illness reality. Harrison's narrative does more than inform. It asks fundamental questions of how we all view and relate to this most punishing yet prevalent disability
Tobias Hust Augmented und Virtual Reality. Chancen, Risiken und Entwicklungsmoglichkeiten Tobias Hust Augmented und Virtual Reality. Chancen, Risiken und Entwicklungsmoglichkeiten Новинка

Tobias Hust Augmented und Virtual Reality. Chancen, Risiken und Entwicklungsmoglichkeiten

2102 руб.
Studienarbeit aus dem Jahr 2016 im Fachbereich Informatik - Wirtschaftsinformatik, Note: 1,3, ASW Berufsakademie Saarland Neunkirchen, Sprache: Deutsch, Abstract: Die Techniken Augmented Reality (AR) und Virtual Reality (VR) sind momentan aktueller denn je und erhalten dank Spielen wie „Pokémon Go" und neuen Entwicklungen wie der „Hololens" von Microsoft immer mehr Aufmerksamkeit. Sowohl im betrieblichen, als auch im privaten Bereich erschließen sich dank der Entwicklungen immer neue Möglichkeiten, die einen hohen Mehrwert bieten können. In der Studienarbeit werden daher neben den technischen Grundlagen von AR und VR vor allem die Chancen und Risiken dieser Technologien, sowie die Einsatzmöglichkeiten im betrieblichen und privaten Umfeld erläutert. Außerdem werden weitere Entwicklungsmöglichkeiten für die Zukunft aufgezeigt.
Falko Jäger Anforderungen und Gesetzmassigkeiten zur Generierung von Virtual Environments im Unterhaltensbereich Falko Jäger Anforderungen und Gesetzmassigkeiten zur Generierung von Virtual Environments im Unterhaltensbereich Новинка

Falko Jäger Anforderungen und Gesetzmassigkeiten zur Generierung von Virtual Environments im Unterhaltensbereich

9552 руб.
Inhaltsangabe:Zusammenfassung:In der Diplomarbeit „Anforderungen und Gesetzmäßigkeiten zur Generierung von Virtual Environments im Unterhaltungsbereich“ wird die vorwiegend in wissenschaftlicher Anwendung befindliche Virtual Reality-Technologie mit den Erfordernissen der interaktiven Unterhaltung zusammengeführt.Klassische Literatur über die VR konzentriert sich größtenteils auf technische Aspekte wie die Funktionsweise von Interfaces und die Verwaltung von Datenbanken, die in dieser Arbeit nur gestreift werden. Diesseits vager Spekulationen über die möglichen Einsatzgebiete der VR in zwanzig oder dreißig Jahren werden gezielt die Anwendung im Entertainment-Bereich beleuchtet, konzeptionelle Ähnlichkeiten zum aktuellen Unterhaltungsmarkt herausgestellt und konkrete Anforderungen an die Gestaltung von virtuellen Welten formuliert. Für ein besseres Verständnis der Mechanismen der Wahrnehmung wird Grundlagenwissen über die Art und Funktion der menschlichen Sinne vermittelt. Dies wird im Einzelnen den existierenden Techniken gegenüberstellt, mit denen diese Sinne künstlich angesprochen werden können. Auf Basis dieses Vergleichs werden einige Überlegungen zur Herstellung von glaubwürdigen Erlebnissen angestellt.Inhaltsverzeichnis:Inhaltsverzeichnis:0.Einleitung3TEIL 1: ÜBERBLICK UND DEFINITIONEN1.1Von der Virtual Reality zum Virtual Environment41.2Der Begriff des Virtual Environment101.3Problemstellung13TEIL 2: MENSCHLICHE REZEPTION2.1Immersion als Ziel142.2Sinne und Sinnestäuschu...
Terry S. Goudy Star Park. First Adventure Terry S. Goudy Star Park. First Adventure Новинка

Terry S. Goudy Star Park. First Adventure

1214 руб.
As Scott gazed at the revolving space station, looking quite state-of-the-art, he whistled to himself softly. The winner of the Star Park contest would go to this just-completed space station. And the winner would be the first one to experience the first-ever virtual-reality space adventure!Inside the space station, Star Park had created a gigantic version of their new computer. This gigantic computer could create a world-size virtual-reality adventure. Scott had jumped at the chance to win such a prize. The only way to enter the contest was to buy a Star Park computer. Then with the virtual-reality capability of the computer, the contestant had to make up an adventure and submit it to Star Park. The winning adventure would entitle the contestant to go to Star Park.To experience a world-size adventure was by itself exciting. But to also travel to the space station he was gawking at now made the whole idea irresistible. He had never wanted anything more than to win this contest.
Zeman Rene Marketing of virtual collectibles Zeman Rene Marketing of virtual collectibles Новинка

Zeman Rene Marketing of virtual collectibles

7277 руб.
With the rise of online multiplayer games and worlds, collecting virtual goods has become an increasing social activity and therefore established the virtual good's subset of virtual collectibles as a relevant category. The corresponding emergence of virtual markets leads to increasing economic and social relevance for virtual collectibles. This is not only true for the obvious markets in virtual worlds where operators try to maximize the economic impact for them and develop sustainable business models. It is also true for many activities in real and virtual worlds where virtual collectibles provide value to people and enhance their overall experience with and within the worlds. Understanding the specifics of virtual collectibles when it comes to marketing them, their value creation chain and the interaction with real and virtual worlds is a major challenge in a vastly unresearched business environment. A major aspect in identifying this is to understand the drivers behind collecting behavior, how they translate to the non-materiality of virtual goods, what can be done to overcome corresponding obstacles and use opportunities and what are the prerequisites and frameworks so that it is accomplished successfully. All this will lead to a dualism in attributes for virtual and real in many goods which increases the potential for virtual or partly virtual collectibles in many ways.
Lei Hou Evaluating the Use of Augmented Reality to Facilitate Assembly Lei Hou Evaluating the Use of Augmented Reality to Facilitate Assembly Новинка

Lei Hou Evaluating the Use of Augmented Reality to Facilitate Assembly

5626 руб.
Assembly is the process in which two or more objects are joined together through particular sequences and operations. Current practice utilises two-dimensional (2D) drawings as the main visualisation means to guide assembly. Other visualisation means such as three-dimensional (3D) manual and Virtual Reality (VR) technology have also been applied to assist in assembly. As an emerging technology, Augmented Reality (AR) integrates 3D images of virtual objects into a real-world workspace. The insertion of digitalised information into the real-world workspace using AR can provide workers with the means to implement correct assembly procedures with improved accuracy and reduced errors. Despite the substantial application of AR in assembly; related research has rarely been explored from a human cognitive perspective. The limited available cognitive research concerning the applications of AR visualisation means in assembly highlights the need for a structured methodology of addressing cognitive and useability issues for the application potentials of AR technology to be fully realised.
Huckleberry Hax Amazing Metaverse Huckleberry Hax Amazing Metaverse Новинка

Huckleberry Hax Amazing Metaverse

464 руб.
12 tales of mystery in virtual reality, from Huckleberry Hax, author of the 'ARK' series and 'Your Clothing is Still Downloading'.
Ilona Solodka Welches Potential steckt in Augmented Reality. Einsatzmoglichkeiten fur den Konsumentenmarkt Ilona Solodka Welches Potential steckt in Augmented Reality. Einsatzmoglichkeiten fur den Konsumentenmarkt Новинка

Ilona Solodka Welches Potential steckt in Augmented Reality. Einsatzmoglichkeiten fur den Konsumentenmarkt

5914 руб.
Tagtäglich sind wir einer Informationsausflut ausgesetzt, die sich aus diversen Medien zusammensetzt. Das hat nicht nur Auswirkungen auf unser Sozialleben, sondern auch auf unser Konsumverhalten. Unternehmen versuchen deshalb, sich neue Technologien zum Vertrieb ihrer Produkte zunutze zu machen.Eine dieser neuen Technologien ist die Augmented Reality, die Erweiterung der Realität durch virtuelle Einblendungen auf dem Display eines Geräts. Welche Möglichkeiten eröffnet der Einsatz von AR für Konsumenten? Warum sollten Unternehmen sich damit auseinandersetzen? Diese Fragen beantwortet die Autorin Ilona Solodka in ihrem Buch.Anfangs nur in der Industrie verwendet, erreichte die Anwendung der Augmented Reality schnell den Konsumentenmarkt. Solodka zeigt die verschiedenen Anwendungsmöglichkeiten anhand zahlreicher Praxisbeispiele. Dabei verdeutlicht sie auch, was mithilfe von AR in Zukunft noch alles möglich ist.Aus dem Inhalt:- Augmented Reality;- AR;- Virtual Reality;- Marketing;- Neue Technologie
Virtual Teams in Higher Education. A Handbook for Students and Teachers Virtual Teams in Higher Education. A Handbook for Students and Teachers Новинка

Virtual Teams in Higher Education. A Handbook for Students and Teachers

6364 руб.
In recent years, virtual teams have become a feature of most corporate workplaces, yet few academic programs prepare students to work in virtual teams, and few textbooks support the development of key skills for virtual teamwork. The primary purpose of this book is to enable higher education students to participate in virtual teams with students from other institutions, who potentially operate in different countries, time zones, and/or cultures. The book guides students through the process of working in virtual team projects for their classes, and helps them to engage with the learning experiences, and to respond to potential challenges. The book is directed towards students within any of the following disciplines: Business; Information Technology; Com-munication Studies; and Engineering. One section of the book also guides teachers through the process of organizing virtual team projects, and explores the teacher/teacher collaboration that is an inevitable consequence of organizing inter-institutional student virtual team projects. It provides advice for teachers on how to manage administrative challenges such as conflicting institutional sched-ules and grading mechanisms. In addition, it discusses research themes and data gathering and analysis techniques for teachers who wish to publish findings about the virtual team process and outcomes. As well as students and teachers, the book is also useful for researchers exploring any of the following themes: Technology use in virtu...
С. Л. Деменок Символ и капитал. Материализация символа С. Л. Деменок Символ и капитал. Материализация символа Новинка

С. Л. Деменок Символ и капитал. Материализация символа

285 руб.
Завершился цикл индустриальной формации, и общественное производство трансформировалось в новый формат, который за неимением дефиниций обозначили термином «постиндустриальный капитализм». На самом деле мы вступили в новую общественно-экономическую формацию, которую следует определить как «символический капитализм». Теперь представления о реальности передаются и воспринимаются посредством виртуальных символов. Виртуальное захватывает внимание и стимулирует воображение. Манипуляция информацией и чувственным восприятием реализуется посредством комбинаций цифр и формул – символически. Виртуальные символы уплотняются, приобретая вещественную плотность. Новая символическая материя не менее актуальна, чем реальность элементарных частиц. The cycle of industrial social system has ended, and social production has transformed into a new format which, for lack of a better term, has come to be known as «post-industrial capitalism». In actuality, we have embarked on a new journey of socioeconomic system – one that should be properly defined as «symbolic capitalism». Today, our ideas of reality are transmitted and interpreted through the medium of virtual symbols. The virtual grabs our attention and excites our imagination. The manipulation of information and sensory perception is achieved symbolically through endless combinations of numbers and formulas. Virtual symbols become denser, taking on the essence of tangibility. The new, symbolic material becomes no less relevant than the reality of elementary particles.
Michael Rode Statistical Properties of Real Financial Markets and Virtual Prognosis Markets Michael Rode Statistical Properties of Real Financial Markets and Virtual Prognosis Markets Новинка

Michael Rode Statistical Properties of Real Financial Markets and Virtual Prognosis Markets

8139 руб.
The book conducts a brief comparison of selected statistical properties that can be observed in financial markets worldwide with data ge­nerated in virtual market settings like political stock markets (PSM) or football markets. After introducing basic mechanisms in financial as well as virtual markets, an overview of selected statistical features that can be observed in finacial market data is presented and discussed in the light of current scientific research. Based on these properties sta­tistical comparisons between data in real financial marktes and the virtual prognosis markets are conducted. Examining the repro­ducability of certain statistical features in controlled and well obser­vable environments, as virtual markets normally are, this book tries to make a contribution to a better understanding of the mechanisms in financial marketplaces.
Kai Mikkonen Narrative Paths. African Travel in Modern Fiction and Nonfiction Kai Mikkonen Narrative Paths. African Travel in Modern Fiction and Nonfiction Новинка

Kai Mikkonen Narrative Paths. African Travel in Modern Fiction and Nonfiction

3802 руб.
In Narrative Paths: African Travel in Modern Fiction and Nonfiction, Kai Mikkonen argues that early twentieth-century European travel writing, journal keeping, and fiction converged and mutually influenced each other in ways that inform current debates about the fiction-nonfiction distinction. Turning to narratives set in sub-Saharan Africa, Mikkonen identifies five main dimensions of interplay between fiction and nonfiction: the experiential frame of the journey, the redefinition of the language and objective of description, the shared cultural givens and colonial notions concerning sub-Saharan Africa, the theme of narrativisation, and the issue of virtual genres. Narrative Paths reveals the important role that travel played as a frame in these modernist fictions as well as the crucial ways that nonfiction travel narratives appropriated fictional strategies. Narrative Paths contributes to debates in narratology and rhetorical narrative theory about the fiction-nonfiction distinction. With chapters on a wide range of modernist authors-from Pierre Loti, André Gide, Michel Leiris, and Georges Simenon to Blaise Cendrars, Louis-Ferdinand Céline, Joseph Conrad, Graham Greene, Evelyn Waugh, and Isak Dinesen (Karen Blixen)-Mikkonen's study also contributes to postcolonial approaches to these authors, examining issues of representation, narrative voice, and authority in narratives about colonial Africa.
Elena Pernar Virtual World (VW): Immersion or Augmentation Elena Pernar Virtual World (VW): Immersion or Augmentation Новинка

Elena Pernar Virtual World (VW): Immersion or Augmentation

3944 руб.
This study proposes an innovative approach for studying virtual worlds’ success that accounts for the dual nature of the virtual environment. Immersionists consider the virtual world a separate place while augmentationists see it as a tool and as an extension of real world. In this perspective, I built a model that investigates to what extent virtual worlds’ success is driven by trust, identity and the success of the technology developed to support the digital world (i.e. the platform). For the analysis, I used a netnography to help testing the model and validate the theoretical constructs. Furthermore a survey is performed. The results show evidence that trust as well as technology’s success jointly drive the overall success of the virtual world considered as a place and a tool. Failing to differentiate the two conceptions of virtual worlds has important implications on the model’s constructs and explanatory power.
Gibson Virtual Teams That Work. Creating Conditions for Virtual Team Effectiveness Gibson Virtual Teams That Work. Creating Conditions for Virtual Team Effectiveness Новинка

Gibson Virtual Teams That Work. Creating Conditions for Virtual Team Effectiveness

7114 руб.
Книга "Virtual Teams That Work. Creating Conditions for Virtual Team Effectiveness".
Laurence M. Rose The Human Side of Virtual Work. Managing Trust, Isolation, and Presence Laurence M. Rose The Human Side of Virtual Work. Managing Trust, Isolation, and Presence Новинка

Laurence M. Rose The Human Side of Virtual Work. Managing Trust, Isolation, and Presence

4502 руб.
The virtual work world is upon us. It is ever increasing as both workers and organizations become more familiar with this new structure. The way leaders and managers deal with the virtual worker will become increasingly more important. This book takes a look at the virtual work environment from a view of human perceptions. Trust, isolation, and presence are the three main human perceptions discussed throughout the book and are the foundation for the theory presented. The Change-Self-Efficacy Loop Theory provides the basis for a new tool to maximize the productivity level of the virtual worker. The book takes a journey from the industrial revolution through a second shift or technology revolution which we are currently experiencing known as the virtual work environment. It presents argument and ideas to encourage all of us to take action now to prevent the potential negative outcomes that could affect many working in the virtual work environment. The book is designed for anyone associated with the virtual work environment. Based on the premise that the virtual work environment needs to be a productive alternative to the traditional work environment, the book focuses on variables that can create the most successful outcome.
Markus Bergmann Akzeptanz und Wahrnehmung von Smartphone-basierter Virtual Reality am Beispiel eines Edutainment Spiels Markus Bergmann Akzeptanz und Wahrnehmung von Smartphone-basierter Virtual Reality am Beispiel eines Edutainment Spiels Новинка

Markus Bergmann Akzeptanz und Wahrnehmung von Smartphone-basierter Virtual Reality am Beispiel eines Edutainment Spiels

4789 руб.
Bachelorarbeit aus dem Jahr 2016 im Fachbereich Informatik - Software, Note: 1,0, Management Center Innsbruck Internationale Fachhochschulgesellschaft mbH (Management, Communication & IT), Sprache: Deutsch, Abstract: Diese Arbeit befasst sich mit der Akzeptanz und Wahrnehmung von Smartphone-basierter Virtueller Realität und inwiefern diese Technologie bereit ist im Bildungsbereich eingesetzt zu werden. In der Vergangenheit waren für das Erleben von virtuellen Umgebungen teure Anzeigegeräte notwendig, die mit dicken Kabelsträngen an leistungsstarke Computer angeschlossen sind. Der technologische Fortschritt und die daraus resultierende Miniaturisierung haben zu einer Leistungsexplosion bei gleichzeitig drastisch gesunkenen Preisen geführt. Dieser Umstand ermöglicht es, ein handelsübliches Smartphone in einer preisgünstigen Papphalterung als Virtual Reality-Brille zu nutzen und damit neue Einsatzszenarien zu erschließen. Derzeit dient Smartphone-basierte Virtual Reality hauptsächlich als Demonstrations- und Forschungsobjekt, weshalb sich der Autor die Frage gestellt hat, inwiefern diese vielversprechende Technologie in Zukunft als Hilfsmittel im Unterricht oder zum Lernen eingesetzt werden könnte. Um diese Fragestellung zu beantworten wurde das Technology Acceptance Model erweitert und anschließend ein Experiment mit 100 Probanden und Probandinnen durchgeführt. Alle Testpersonen spielten hierfür unter kontrollierten Bedingungen das Edutainment-Spiel InMind VR und beantworte...
Очки Mattel Virtual Reality Очки Mattel Virtual Reality Новинка

Очки Mattel Virtual Reality

499 руб.
Очки виртуальной реальности View Master - это устройство превратит ваш смартфон в портал, который полностью перенесет вас в виртуальную реальность. Ощутите абсолютно новый уровень реалистичности, исследуя окружившие вас миры с обзором в 360-градусов. View-Master отлично подойдет даже детям, которые с его помощью безопасно перенесутся в потрясающие места по всему миру. Познание еще никогда не было настолько вдохновляющим и разнообразным. Просто скачайте одно из приложений View-Master на свой смартфон, поместите его в устройство и расположите перед собой Preview Reel, входящий в комплект. Когда появится 3-D меню дополненной реальности, кликните на уровень, чтобы погрузиться в новый мир. Это простое в использовании устройство позволяет вам взаимодействовать с тем, что окружает вас в виртуальной реальности, нажимая на переключатель, чтобы перетянуть видео, изображения, интересные факты и мини-игры.
Jake Kerr Thursday Jake Kerr Thursday Новинка

Jake Kerr Thursday

902 руб.
In a virtual reality world of griefers, trolls, and anonymous terrorists, no one can tell what is real or who is pulling the strings Gabby Syme is a VR agent for Savannah, the virtual reality network that covers the world. Taking advantage of a sudden opportunity, she is able to infiltrate the Supreme Council, the anonymous group of terrorists who wish to destroy the Savannah network. With each member named for a day of the week, the Council meets on a fantasy VR server, where Gabby goes undercover to take on the role of Thursday. Despite discovering that no one is who they say they are and nothing is what it seems, Gabby is still able to close in on the leader of the group, the mysterious and terrifying Sunday.
Frank Backa Markteinfuhrungsstrategie von Virtual Reality Brillen durch Netzwerkeffekte Frank Backa Markteinfuhrungsstrategie von Virtual Reality Brillen durch Netzwerkeffekte Новинка

Frank Backa Markteinfuhrungsstrategie von Virtual Reality Brillen durch Netzwerkeffekte

5464 руб.
Masterarbeit aus dem Jahr 2016 im Fachbereich BWL - Marketing, Unternehmenskommunikation, CRM, Marktforschung, Social Media, Note: 2,3, Georg-Simon-Ohm-Hochschule Nürnberg, Veranstaltung: International Marketing, Sprache: Deutsch, Abstract: In dieser Arbeit sollen die Wirkungsmechanismen der Netzwerke und ihren zugehörigen Netzwerkeffekte analysiert und anhand eines praxisnahen Beispiels erläutert werden. Mithilfe einer fiktiven Markteinführungsstrategie, welche als Leitfaden für diesen Markt verstanden werden kann, soll der Markt der Virtual Reality-Brillen und dessen angrenzenden Märkte mit ihren Chancen und Risiken analysiert werden. Durch die Analyse dieser Märkte und die Überwindung der Markteintrittsbarrieren soll sichergestellt werden, dass sich die Produkte in der Gesellschaft etablieren können und nicht erneut in einem Hype-Loch verschwinden.
Carola Epple From hype to value. Virtual Reality Tools in the Tourism Industry and their Influence on Booking Behaviour Carola Epple From hype to value. Virtual Reality Tools in the Tourism Industry and their Influence on Booking Behaviour Новинка

Carola Epple From hype to value. Virtual Reality Tools in the Tourism Industry and their Influence on Booking Behaviour

5852 руб.
Research Paper (postgraduate) from the year 2018 in the subject Tourism, grade: 1,0, Technical University of Munich (Lehrstuhl für Sport- und Gesundheitsmanagement), language: English, abstract: In light of fierce competition and fast changing markets, travel firms have to make reasonable use of new technologies in order to succeed. Virtual Reality (VR) enables travellers to experience a destination in advance and entertains hopes to positively influence the booking behaviour of travellers.The author of this publication examines the effect of VR exposure on the booking decision process, specifically on the purchasing probability, the speed of decision-making and turnover. Different to other research, the book at hand analyses actual purchasing decisions from the perspective of travel sales agents instead of consumers expressing purchasing intentions in artificial laboratory situations.The current technological development considerably affects the way how tourism destinations and touristic products are perceived and how booking decisions take place. In that context, it is crucial to understand consumer decision processes, especially in the travel and hospitality sector. "Virtual Reality Tools in the Tourism Industry and their Influence on Booking Behaviour" investigates consumer behaviour based on a structural model. Carola Epple offers handy guidelines for travel marketers how to best use VR for their purposes and supports managerial practice by indicating how the rel...
Arlo Adams Gemini.s Crossing. A LitRPG GameLit Fantasy Adventure Arlo Adams Gemini.s Crossing. A LitRPG GameLit Fantasy Adventure Новинка

Arlo Adams Gemini.s Crossing. A LitRPG GameLit Fantasy Adventure

1539 руб.
A new LitRPG offering from Arlo Adams for role-playing gamers who love to read.After learning he has just months to live, Gemini Fowler is granted one shot to cheat death when a billionaire game-developer offers to transfer his consciousness into a virtual realm.The catch:The only current VR with the capability to receive him is the unreleased video game, Enora Online, and Gemini must survive until level ten or be completely wiped from the servers… and existence.Welcome to Enora Online, where virtual is reality.
Marcelo Mendonça Teixeira, Ivaldir Honório de Farias Júnior Multimedia Resources. Extensions For Collaborative Classroom Marcelo Mendonça Teixeira, Ivaldir Honório de Farias Júnior Multimedia Resources. Extensions For Collaborative Classroom Новинка

Marcelo Mendonça Teixeira, Ivaldir Honório de Farias Júnior Multimedia Resources. Extensions For Collaborative Classroom

1789 руб.
Essay from the year 2013 in the subject Pedagogy - Common Didactics, Educational Objectives, Methods, , language: English, abstract: The recent development of the digital era has spawned interest in what has become the so called virtual reality and in defining its importance to the learning process and the creation of virtual learning environments. The present book aims at a conceptual approach concerning the basics of Vodcast, Podcast, Web Radio and Videoblog, presenting the main theoretical and technical differences between the concepts and their educational potentialities in cyberspace.
Philipp Niewöhner Optimierung und Evaluation einer Virtual Reality Software Philipp Niewöhner Optimierung und Evaluation einer Virtual Reality Software Новинка

Philipp Niewöhner Optimierung und Evaluation einer Virtual Reality Software

2064 руб.
Bachelorarbeit aus dem Jahr 2017 im Fachbereich Informatik - Angewandte Informatik, Note: 2.3, Universität Bielefeld, Sprache: Deutsch, Abstract: Unsere heutige Gesellschaft ist geprägt von ständigen, neuen technischen Innovationen. Dazu zählt auch die Virtual-Reality-Technik, welche immer größere Bekanntheit erlangt und immer häufiger unter verschiedenen Bedingungen herangezogen wird. Im Jahr 2015 betrug die Anzahl der mobilen Virtual-Reality Nutzer weltweit zwei Millionen, die Prognose für 2020 hingegen liegt bei 135 Millionen Nutzern. Neben der Unterhaltungsbranche lässt sich diese Technik auch im Bereich der Ausbildung und unterschiedlicher Trainingsprogramme sinnvoll einsetzen. Studien haben gezeigt, dass sich ein positiver Effekt auf den Lernerfolg messen lässt, wenn sich der Lernende virtuell und immersiv in seiner jeweiligen Arbeitsumgebung befindet und mit dieser interagieren kann. Die heutige 3D-Technik ist in der Lage, verschiedenste Trainingsszenarien darzustellen, sie kann aufwendige Lernszenarien kostengünstig ersetzen. Die Möglichkeiten sind schier unbegrenzt, das macht die Forschung zu diesem Thema notwendig und interessant zugleich.
Hans Wilmot Virtual Reality. Die neue Dimension des E-Commerce und Zukunft des Handels Hans Wilmot Virtual Reality. Die neue Dimension des E-Commerce und Zukunft des Handels Новинка

Hans Wilmot Virtual Reality. Die neue Dimension des E-Commerce und Zukunft des Handels

6677 руб.
Masterarbeit aus dem Jahr 2017 im Fachbereich Medien / Kommunikation - Public Relations, Werbung, Marketing, Social Media, Note: 1,0, Donau-Universität Krems - Universität für Weiterbildung, Sprache: Deutsch, Abstract: Wir erleben derzeit einen Boom des E-Commerce, der nicht nur stetig wächst, sondern auch auf bisher typisch stationäre Segmente wie den Lebensmittelhandel übergreift. Trends wie Mobile-Commerce, Alexa-Commerce sowie Chatbot-Commerce verdeutlichen, dass die Branche sich dabei auf dem neuesten Stand der Technik bewegt. Doch wie sieht es mit dem hochaktuellen Einsatz von Virtual Reality aus?Der Autor Hans Wilmot erklärt in seiner Publikation, wie diese Technologie im E-Commerce eingesetzt werden kann, um dem Kunden ein individuelles Einkaufserlebnis zu bieten und Kaufentscheidungen positiv zu beeinflussen. Unternehmen stehen in diesem Bereich neue Tracking-Möglichkeiten, die Arbeit mit visuellen und auditiven Effekten sowie eine direkte Kommunikation mit dem Kunden zur Verfügung.Doch was spricht für eine konsequente Verschiebung des Point-of-Sale in neuere Medien? Und was muss man dabei beachten? Wilmot gibt einen praxisnahen Überblick über die enormen Chancen für den E-Commerce. Er zeigt aber auch Risiken und mögliche Fallstricke auf, sodass sein Buch umfassend über Online-Handel in der Virtual Reality informiert.
Daniel West DreamScape Daniel West DreamScape Новинка

Daniel West DreamScape

2127 руб.
Life is perception, what a person believes, becomes their reality. In the future all entertainment is virtual reality, people will use enhancements to stimulate the brain to create dream realities. Curtis buys the latest VR27 dream enhancer. The salesman warned him that fond memories should only be viewed passively. Actively viewing a memory recreates a new, altered, memory. After repeated viewings, these altered memories become so corrupted that the reality no longer exists. Curtis becomes so caught up inside that dream world that he forgets that any other world even exists. Curtis refuses to give up on the idea of rescuing his long deceased family, in his attempts he enters a dangerous underworld populated by Dream walkers, Dream Divers, I.V. feeding lines, and stasis chambers. In his search for ÔThe Dream MasterÕ the master hacker who can make his VR experience a permanent reality.
Randy Haydon Discovering True Reality Randy Haydon Discovering True Reality Новинка

Randy Haydon Discovering True Reality

902 руб.
"Discovering True Reality" begins with these provocative statements. • There is a true reality. • Humankind has created its own false reality. • Most Christians live in a mixture of the two realities. • Only by living in true reality will Christians escape this double-mindedness. • Most people live in a make-believe world. What comprises true reality? Author Randy Haydon recounts Plato's Allegory of the Cave as he answers this question. Men who have always lived only in a cave see the shadows of people outside the cave on their own walls and believe the shadows are the people. Their presuppositions are false, and lead to false definitions of reality. Similarly, one's presuppositions are foundational to one's definition of reality. Haydon examines tenets of both the false view and the Christian view of reality. He clarifies key concepts such as "born again" and "sanctification" and provides straightforward how-tos about the roles of men, women, and children in God's reality. Underscored by Scripture, the author's conclusion is clear: For the serious Christian, there is no other choice but God's reality. As you read "Discovering True Reality," be forewarned: It will challenge your presuppositions.
Cavus Nadire, ShokouhiTabrizi Sahar Software Standards in Developing Virtual Laboratories Cavus Nadire, ShokouhiTabrizi Sahar Software Standards in Developing Virtual Laboratories Новинка

Cavus Nadire, ShokouhiTabrizi Sahar Software Standards in Developing Virtual Laboratories

5077 руб.
Nowadays, virtual laboratories play a crucial role in e-learning education systems. The use of these types of technologies in engineering education presents new opportunities for instructors and learners alike to obtain tangible results and improve their subject knowledge. These results are reached without the need to face challenges such as a dearth of instruments, time, space, assistance (human resource) and so on. Furthermore, virtual laboratories could overcome obstacles such as unexpected and unsafe results common to real laboratories. This book describes the necessary steps involved in the development and design phases of virtual laboratories. Furthermore, the authors explain how to achieve the desired interfaces by using Human Computer Interaction design standards and Multimedia Learning Principles. The present book will offer valuable guidelines for researchers and students keen on developing virtual laboratories
Marie-Laure Ryan Narrating Space / Spatializing Narrative. Where Narrative Theory and Geography Meet Marie-Laure Ryan Narrating Space / Spatializing Narrative. Where Narrative Theory and Geography Meet Новинка

Marie-Laure Ryan Narrating Space / Spatializing Narrative. Where Narrative Theory and Geography Meet

5564 руб.
Narrating Space / Spatializing Narrative: Where Narrative Theory and Geography Meet by Marie-Laure Ryan, Kenneth Foote, and Maoz Azaryahu offers a groundbreaking approach to understanding how space works in narrative and narrative theory and how narratives work in real space. Thus far, space has traditionally been viewed by narratologists as a backdrop to plot. This study argues that space serves important but under-explored narrative roles: It can be a focus of attention, a bearer of symbolic meaning, an object of emotional investment, a means of strategic planning, a principle of organization, and a supporting medium.Space intersects with narrative in two principal ways: ''Narrating space'' considers space as an object of representation, while ''spatializing narrative'' approaches space as the environment in which narrative is physically deployed. The inscription of narrative in real space is illustrated by such forms as technology-supported locative narratives, street names, and historical/heritage site and museum displays. While narratologists are best equipped to deal with the narration of space, geographers can make significant contributions to narratology by drawing attention to the spatialization of narrative. By bringing these two approaches together-and thereby building a bridge between narratology and geography-Narrating Space / Spatializing Narrative yields both a deepened understanding of human spatial experience and greater insigh...
Leila Hojjati Acts of Narrative Confession in Selected Fiction of Saul Bellow Leila Hojjati Acts of Narrative Confession in Selected Fiction of Saul Bellow Новинка

Leila Hojjati Acts of Narrative Confession in Selected Fiction of Saul Bellow

6359 руб.
This book examines selected fiction of Saul Bellow by problematizing the universal and static conditions of traditional narrative confession as well as its one-sided perception of reality. It analyses the concept of polyphonic confession, illustrating how Bellow’s oeuvre shows a gradual movement from a monophonic mode of confessional discourse in his early fiction into a more inclusive, ethical, and polyphonic one in his later novels. Examining novels of Saul Bellow in the light of the literary and social theory of confession as developed by Mikhail Bakhtin and Michel Foucault respectively, this book argues that as distinguished from social and cultural contexts, the context of art opens up a new space for the emergence of a more dynamic and reciprocal mode of truth-telling in Bellow’s writings.
Laurie Ouellette A Companion to Reality Television Laurie Ouellette A Companion to Reality Television Новинка

Laurie Ouellette A Companion to Reality Television

15898.4 руб.
International in scope and more comprehensive than existing collections, A Companion to Reality Television presents a complete guide to the study of reality, factual and nonfiction television entertainment, encompassing a wide range of formats and incorporating cutting-edge work in critical, social and political theory. Original in bringing cutting-edge work in critical, social and political theory into the conversation about reality TV Consolidates the latest, broadest range of scholarship on the politics of reality television and its vexed relationship to culture, society, identity, democracy, and “ordinary people” in the media Includes primetime reality entertainment as well as precursors such as daytime talk shows in the scope of discussion Contributions from a list of international, leading scholars in this field
Chiara Garau Augmented Reality to Support of Cultural Heritage Chiara Garau Augmented Reality to Support of Cultural Heritage Новинка

Chiara Garau Augmented Reality to Support of Cultural Heritage

2374 руб.
This book reflects a new way of interacting for a dynamic use of cultural heritage, supporting and making networks for all those involved. Following a debate on how places, cultural heritage and augmented reality are interpreted today, the book provides an opportunity to focus on a simulation of touristic and customizable paths in Cagliari (Italy), for a virtual on-site fruition of the local heritage, through mobile devices.
Verena Kern Virtual Currencies in Online Gaming Verena Kern Virtual Currencies in Online Gaming Новинка

Verena Kern Virtual Currencies in Online Gaming

4577 руб.
Master's Thesis from the year 2013 in the subject Communications - Journalism, Journalism Professions, grade: 1,0, Vrije University Brussel, language: English, abstract: This master thesis approaches the field of virtual currencies in online gaming. It pursues the overall question if it is possible, to establish a universal, virtual currency in the online gaming environment. It aims on showing how virtual currencies in their particular fields work, what the different mechanisms imply and who the stakeholders are. In order to give a comprehensive insight on the topic, framework issues such as clarification of terms in the field of virtual currencies in online gaming will be given. Furthermore, processes, consequences and legal aspects are provided. The core of the thesis contains the analysis of four case studies, covering a representative range of virtual currencies in four different areas of online gaming. The analysis contains a massive multiplayer online role playing game, a gaming application for smart phones, a social network with a gaming section and a virtual marketplace featuring browser games. With the help of a business modeling matrix and a platform typology the cases are analysed on parameters such as e.g. functional and financial architecture. The results, put together in a comparative overview, help to point out particular potentials, chances and risks of virtual currencies in online gaming.

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Завершился цикл индустриальной формации, и общественное производство трансформировалось в новый формат, который за неимением дефиниций обозначили термином «постиндустриальный капитализм». На самом деле мы вступили в новую общественно-экономическую формацию, которую следует определить как «символический капитализм». Теперь представления о реальности передаются и воспринимаются посредством виртуальных символов. Виртуальное захватывает внимание и стимулирует воображение. Манипуляция информацией и чувственным восприятием реализуется посредством комбинаций цифр и формул – символически. Виртуальные символы уплотняются, приобретая вещественную плотность. Новая символическая материя не менее актуальна, чем реальность элементарных частиц. The cycle of industrial social system has ended, and social production has transformed into a new format which, for lack of a better term, has come to be known as «post-industrial capitalism». In actuality, we have embarked on a new journey of socioeconomic system – one that should be properly defined as «symbolic capitalism». Today, our ideas of reality are transmitted and interpreted through the medium of virtual symbols. The virtual grabs our attention and excites our imagination. The manipulation of information and sensory perception is achieved symbolically through endless combinations of numbers and formulas. Virtual symbols become denser, taking on the essence of tangibility. The new, symbolic material becomes no less relevant than the reality of elementary particles.
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