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Virtual Worlds
  • Language: en
  • Pages: 217

Virtual Worlds

In Virtual Worlds, Benjamin Woolley examines the reality of virtual reality. He looks at the dramatic intellectual and cultural upheavals that gave birth to it, the hype that surrounds it, the people who have promoted it, and the dramatic implications of its development. Virtual reality is not simply a technology, it is a way of thinking created and promoted by a group of technologists and thinkers that sees itself as creating our future. Virtual Worlds reveals the politics and culture of these virtual realists, and examines whether they are creating reality, or losing their grasp of it. 12 photographs.

Virtual Learning
  • Language: en
  • Pages: 186

Virtual Learning

The first chapter provides an overview of the popular systems for distance learning. In the second chapter, a review of all major social and economic activities in order to improve the system of virtual learning is given. The third chapter deals with the influence of technology in the management of educational institutions. The fourth chapter provides an overview of the graphic communication. The fifth chapter confirms that quality assurance remains an integral and indispensable part of the process of virtual learning. The sixth and seventh chapters are dedicated to health and mutual communication about health problems and causes. The eighth and ninth chapters are dedicated to massive open online courses (MOOC). The tenth chapter refers to the widespread use of virtual reality in industrial environments.

The VR Book
  • Language: en
  • Pages: 523

The VR Book

Virtual reality (VR) potentially provides our minds with direct access to digital media in a way that at first seems to have no limits.However, creating compelling VR experiences is an incredibly complex challenge.When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world.When VR is done badly, not only is the system frustrating to use, but sickness can result.Reasons for bad VR are numerous; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses such issues, focusing upon the human element of VR rather tha...

The Second Life Herald
  • Language: en
  • Pages: 313

The Second Life Herald

  • Type: Book
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  • Published: 2007
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  • Publisher: MIT Press

When a virtual journalist for a virtual newspaper reporting on the digital world of an online game lands on the real-world front page of the New York Times,it just might signal the dawn of a new era. Virtual journalist Peter Ludlow was banned from The Sims Onlinefor being a bit too good at his job--for reporting in his virtual tabloid The Alphaville Heraldon the cyber-brothels, crimes, and strong-arm tactics that had become rife in the game--and when the Times,the BBC, CNN, and other media outlets covered the story, users all over the Internet called the banning censorship. Seeking a new virtual home, Ludlow moved the Heraldto another virtual world--the powerful online environment of Second ...

Narrative as Virtual Reality 2
  • Language: en
  • Pages: 304

Narrative as Virtual Reality 2

  • Type: Book
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  • Published: 2015-12-01
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  • Publisher: JHU Press

Rethinking textuality, mimesis, and the cognitive processing of texts in light of new modes of artistic world construction. Winner of the Aldo and Jeanne Scaglione Prize for Comparative Literary Studies from the Modern Language Association of America Is there a significant difference between engagement with a game and engagement with a movie or novel? Can interactivity contribute to immersion, or is there a trade-off between the immersive “world” aspect of texts and their interactive “game” dimension? As Marie-Laure Ryan demonstrates in Narrative as Virtual Reality 2, the questions raised by the new interactive technologies have their precursors and echoes in pre-electronic literary ...

The Virtual Reality Casebook
  • Language: en
  • Pages: 394

The Virtual Reality Casebook

A collection of reports from the frontiers of virtual space, with detailed coverage of cutting-edge projects in Australia, New Zealand, Europe, and the US, demonstrating how the technology is being used by artists, educators, cyberpunks, and multinational companies. Discusses technical, legal, and social issues facing the interactive world, and cultural and practical applications of virtual reality technology. Includes a hardware and software supplier list. Annotation copyright by Book News, Inc., Portland, OR

Virtual Reality
  • Language: en
  • Pages: 266

Virtual Reality

  • Type: Book
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  • Published: 2019-09-10
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  • Publisher: MIT Press

A comprehensive overview of developments in augmented reality, virtual reality, and mixed reality—and how they could affect every part of our lives. After years of hype, extended reality—augmented reality (AR), virtual reality (VR), and mixed reality (MR)—has entered the mainstream. Commercially available, relatively inexpensive VR headsets transport wearers to other realities—fantasy worlds, faraway countries, sporting events—in ways that even the most ultra-high-definition screen cannot. AR glasses receive data in visual and auditory forms that are more useful than any laptop or smartphone can deliver. Immersive MR environments blend physical and virtual reality to create a new r...

The Virtual Manager Collection (3 Books) (HBR 20-Minute Manager Series)
  • Language: en
  • Pages: 432

The Virtual Manager Collection (3 Books) (HBR 20-Minute Manager Series)

Today we have greater control over where and when we work. As our businesses spread across the world and technology makes it easy to do our jobs from anywhere there’s Wi-Fi, more of us have the option to go remote. But that doesn’t mean we’re good at it. Whether you’re calling in from a home office every day or one of your team members occasionally logs in from the quiet car on a train, distance can make collaboration more difficult. Remote work gives teams flexibility and options, but when you’re not face-to-face with colleagues, it’s difficult to set and manage expectations, deal with inevitable tech glitches, keep your people (and yourself) motivated and engaged, and infuse wa...

People Skills for a Virtual World Collection (6 Books) (HBR Emotional Intelligence Series)
  • Language: en
  • Pages: 475

People Skills for a Virtual World Collection (6 Books) (HBR Emotional Intelligence Series)

How to be human at work. HBR's Emotional Intelligence Series features smart, essential reading on the human side of professional life from the pages of Harvard Business Review. Each book in the series offers proven research showing how our emotions impact our work lives, practical advice for managing difficult people and situations, and inspiring essays on what it means to tend to our emotional well-being at work. Uplifting and practical, these books describe the social skills that are critical for ambitious professionals to master and demonstrate in a virtual or hybrid workplace. This specially priced, six-volume set includes the EI series books: Virtual EI Leadership Presence Mindful Listening Focus Empathy Dealing with Difficult People.

Virtual Reality
  • Language: en
  • Pages: 136

Virtual Reality

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