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Did you ever wonder who built the first head-mounted display? Who first detailed a coherent theory of Cyberspace? Who wrote about cybersex and the challenges it creates? Who worried about addiction to VR? Did anyone ever cure cyber-sickness? From 1991 to 1996, CyberEdge Journal covered these stories and hundreds more. CEJ was read in more than 40 countries by thousands of VR investors, researchers, entrepreneurs, vendors, and aficionados. Appreciated for its "No VR Hype" attitude, CyberEdge Journal was the publication of record for the VR industry in the 90's. Author Ben Delaney was the Publisher and Editor of CyberEdge Journal, and was one of the most respected commentators and presenters i...
This sweeping introduction to the science of virtual environment technology masterfully integrates research and practical applications culled from a range of disciplines, including psychology, engineering, and computer science. With contributions from the field's foremost researchers and theorists, the book focuses in particular on how virtual technology and interface design can better accommodate human cognitive, motor, and perceptual capabilities. Throughout, it brings the reader up-to-date with the latest design strategies and cutting-edge virtual environments, and points to promising avenues for future development. The book is divided into three parts. The first part introduces the reade...
The stylish and extravagant world of the "Bright Young Things" of 1920s and '30s London, seen through the eye of renowned British photographer Cecil Beaton In 1920s and '30s Britain, Cecil Beaton used his camera and his larger-than-life personality to mingle with that flamboyant and rebellious group of artists, writers, socialites and partygoers who became known as the "Bright Young Things." Famously fictionalized by the likes of Evelyn Waugh (in Vile Bodies), Anthony Powell and Henry Green, these men and women cut a dramatic swathe through the epoch and embodied its roaring spirit. In a series of themed chapters, covering Beaton's first self-portraits and earliest sitters to his time at Cam...
A sweeping assessment of the entire career of Frank Furness that features more than one hundred illustrations, George E. Thomas's book argues that modern American architecture, in design and genealogy, is rooted in the industrial culture of Philadelphia and the office of Frank Furness.
This encyclopedic book is the first complete monograph of Furness's work. More than 670 projects are presented through 700 photographs and drawings.
What You See Is What You Hear develops a unique model of analysis that helps students and advanced scholars alike to look at audiovisual texts from a fresh perspective. Adopting an engaging writing style, the author draws an accessible picture of the field, offering several analytical tools, historical background, and numerous case studies. Divided into five main sections, the monograph covers problems of definitions, history, and most of all analysis. The first part raises the main problems related to audiovisuality, including taxonomical and historical questions. The second part provides the bases for the understanding of audiovisual creative communication as a whole, introducing a novel t...
Your guide to transforming your business with spatial computing, featuring real use cases and proof points of augmented reality in marketing, advertising, and sales Ready to revolutionize your business? The Next Dimension: How to Use Augmented Reality For Business Growth In The Era of Spatial Computing, by Tom Emrich, explores the power of augmented reality (AR) to propel your business strategy into the next wave of computing. Learn how AR is reshaping the digital landscape, crafting a new marketing mix, and evolving retail into a brand-new consumer experience. Gain valuable insights on realizing success with AR across the marketing funnel, activate and engage ‘Generation AR,’ and move b...
"A writer's worm's-eye view of an industry coming into being provides the reader a unique perspective on just why America is the world's capital of progress and innovation. Fred Moody spent a year tracking developments at the center for virtual-reality research, a cluster of Seattle companies formed around the University of Washington's Human Interface Technology Laboratory, and in The Visionary Position he chronicles the birth of an industry."--Jacket.
A new "textual studies" and archival approach to the investigation of works of new media and electronic literature that applies techniques of computer forensics to conduct media-specific readings of William Gibson's electronic poem "Agrippa," Michael Joyce's Afternoon, and the interactive game Mystery House.
For the last decade, virtual reality has been utilized in diverse fields such as entertainment, medicine, and industry. Recently, virtual reality has been applied in educational settings in order to transform student learning and experiences through such methods as building prototypes using digital devices or exploring new cultures through immersive interactions. Teachers who can incorporate virtual reality into their classrooms can provide their students with more meaningful learning experiences and can witness higher engagement. Current and Prospective Applications of Virtual Reality in Higher Education is a cutting-edge academic research book that provides comprehensive research on the in...