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Augmented Reality
  • Language: en
  • Pages: 99

Augmented Reality

Slated as ‘the next big thing in tech’, augmented reality promises to take the screen out of our hands and wrap it around the world via ‘smart spectacles’. As a pervasive, invisible interface between the world and our senses, AR offers unparalleled capacity to reveal hidden digital depths, but it also comes at a cost to our privacy, our property, and our reality. In this crucial and provocative book, Mark Pesce draws on over thirty years’ experience to offer the first mainstream exploration of augmented reality. He discusses the exciting and beneficial features of AR as well as the issues and risks raised by this still-emerging technology – a technology that moulds us by shaping what we see and hear. Augmented Reality is essential reading for anyone interested in the growing influence of this impressive but deeply concerning technology. As the book reveals, reality - once augmented - will never be the same.

The Advocate
  • Language: en
  • Pages: 72

The Advocate

  • Type: Magazine
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  • Published: 2000-03-14
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  • Publisher: Unknown

The Advocate is a lesbian, gay, bisexual, transgender (LGBT) monthly newsmagazine. Established in 1967, it is the oldest continuing LGBT publication in the United States.

Faith in Science
  • Language: en
  • Pages: 234

Faith in Science

  • Type: Book
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  • Published: 2005-07-05
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  • Publisher: Routledge

Through intimate conversations with some of the world's most distinguished scientists (including two Nobel Laureates), Faith in Science invites us to explore the connections between scientific and religious approaches to truth. Subjects range from the existence and nature of God to the role of spirituality in modern science. The result is a clear account of how two major cultural forces can work together to offer unique insights into questions of existence.

VRML Browsing and Building Cyberspace
  • Language: en
  • Pages: 482

VRML Browsing and Building Cyberspace

A reference guide to the concepts behind virtual reality on the Internet and the most current information on VRML technology. The tutorial demonstrates--through step-by-step instructions--how to create, display, view, and manipulate VRML objects on the Internet. The CD contains a collection of pre-modeled standard VRML objects, a VRML object converter, and object-viewing software.

Programming Microsoft DirectShow for Digital Video and Television
  • Language: en
  • Pages: 450

Programming Microsoft DirectShow for Digital Video and Television

  • Type: Book
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  • Published: 2003
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  • Publisher: Unknown

From desktop to television screen, deliver broadcast-ready digital video with DirectShow--the Microsoft DirectX streaming API integrated in the Windows operating system. Digital video expert and VRML creator Mark Pesce walks you through core DirectShow capabilities for capturing, editing, and rendering media--demonstrating basic to advanced techniques for producing studio-quality results. Whether you're looking to add simple playback to an application or create your own movies and features, you'll get the tools, guidance, and ready-to-use media clips you need to get started now. Learn how to: Use the GraphEdit design tool to rapidly prototype applicationsWrite your own source, transform, and...

Reinventing Cinema
  • Language: en
  • Pages: 229

Reinventing Cinema

For over a century, movies have played an important role in our lives, entertaining us, often provoking conversation and debate. Now, with the rise of digital cinema, audiences often encounter movies outside the theater and even outside the home. Traditional distribution models are challenged by new media entrepreneurs and independent film makers, usergenerated video, film blogs, mashups, downloads, and other expanding networks. Reinventing Cinema examines film culture at the turn of this century, at the precise moment when digital media are altering our historical relationship with the movies. Spanning multiple disciplines, Chuck Tryon addresses the interaction between production, distribution, and reception of films, television, and other new and emerging media.Through close readings of trade publications, DVD extras, public lectures by new media leaders, movie blogs, and YouTube videos, Tryon navigates the shift to digital cinema and examines how it is altering film and popular culture.

Blogs, Wikipedia, Second Life, and Beyond
  • Language: en
  • Pages: 436

Blogs, Wikipedia, Second Life, and Beyond

  • Categories: Art
  • Type: Book
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  • Published: 2008
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  • Publisher: Peter Lang

Explores our developing participatory online culture, establishing the core principles which drive the rise of collaborative content creation in environments, from open source through blogs and Wikipedia to Second Life. Argues that what is emerging is no longer just a new form of content production, but a new process for the continuous creation and extension of knowledge and art by collarborative communities: produsage.

Metaversed
  • Language: en
  • Pages: 196

Metaversed

Understand the coming metaverse—and discover how to look past the hype and harness the future of technology. Metaversed is an insightful discussion and analysis of the next, rapidly approaching technological revolution. The authors deliver a compelling new exploration of how the metaverse and emerging technologies combine to define our collective future. In addition to identifying the business opportunities, the book pulls back the curtain on major safety and privacy issues that will arise and the expected shifts in both our private and social spheres. In the book, you'll understand: How multiple industries will be changed and challenged in a 3D spatial world and how to navigate the future...

The Spirit of the Internet
  • Language: en
  • Pages: 242

The Spirit of the Internet

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The Gameful World
  • Language: en
  • Pages: 687

The Gameful World

  • Type: Book
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  • Published: 2015-01-16
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  • Publisher: MIT Press

What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society an...