Developing Virtual Reality Applications

Developing Virtual Reality Applications
Author: Alan B. Craig,William R. Sherman,Jeffrey D. Will
Publsiher: Morgan Kaufmann
Total Pages: 448
Release: 2009-06-02
Genre: Computers
ISBN: 0080959083

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Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before having them created, and allow for greater creative exploration. In this book, VR developers Alan Craig, William Sherman, and Jeffrey Will examine a comprehensive collection of current,unique, and foundational VR applications in a multitude of fields, such as business, science, medicine, art, entertainment, and public safety among others. An insider’s view of what works, what doesn’t work, and why, Developing Virtual Reality Applications explores core technical information and background theory as well as the evolution of key applications from their genesis to their most current form. Developmental techniques are cross-referenced between different applications linking information to describe overall VR trends and fundamental best practices. This synergy, coupled with the most up to date research being conducted, provides a hands-on guide for building applications, and an enhanced, panoramic view of VR development. Developing Virtual Reality Applications is an indispensable one-stop reference for anyone working in this burgeoning field. Dozens of detailed application descriptions provide practical ideas for VR development in ALL areas of interest! Development techniques are cross referenced between different application areas, providing fundamental best practices!

Virtual Art

Virtual Art
Author: Oliver Grau
Publsiher: MIT Press
Total Pages: 438
Release: 2004-09-17
Genre: Art
ISBN: 0262572230

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An overview of the art historical antecedents to virtual reality and the impact of virtual reality on contemporary conceptions of art. Although many people view virtual reality as a totally new phenomenon, it has its foundations in an unrecognized history of immersive images. Indeed, the search for illusionary visual space can be traced back to antiquity. In this book, Oliver Grau shows how virtual art fits into the art history of illusion and immersion. He describes the metamorphosis of the concepts of art and the image and relates those concepts to interactive art, interface design, agents, telepresence, and image evolution. Grau retells art history as media history, helping us to understand the phenomenon of virtual reality beyond the hype. Grau shows how each epoch used the technical means available to produce maximum illusion. He discusses frescoes such as those in the Villa dei Misteri in Pompeii and the gardens of the Villa Livia near Primaporta, Renaissance and Baroque illusion spaces, and panoramas, which were the most developed form of illusion achieved through traditional methods of painting and the mass image medium before film. Through a detailed analysis of perhaps the most important German panorama, Anton von Werner's 1883 The Battle of Sedan, Grau shows how immersion produced emotional responses. He traces immersive cinema through Cinerama, Sensorama, Expanded Cinema, 3-D, Omnimax and IMAX, and the head mounted display with its military origins. He also examines those characteristics of virtual reality that distinguish it from earlier forms of illusionary art. His analysis draws on the work of contemporary artists and groups ART+COM, Maurice Benayoun, Charlotte Davies, Monika Fleischmann, Ken Goldberg, Agnes Hegedues, Eduardo Kac, Knowbotic Research, Laurent Mignonneau, Michael Naimark, Simon Penny, Daniela Plewe, Paul Sermon, Jeffrey Shaw, Karl Sims, Christa Sommerer, and Wolfgang Strauss. Grau offers not just a history of illusionary space but also a theoretical framework for analyzing its phenomenologies, functions, and strategies throughout history and into the future.

An Artistic Approach to Virtual Reality

An Artistic Approach to Virtual Reality
Author: Cyane Tornatzky,Brendan Kelley
Publsiher: CRC Press
Total Pages: 202
Release: 2023-10-25
Genre: Computers
ISBN: 9781000970043

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A special quality about the medium of virtual reality is its immersive nature, allowing users to disengage from the physical world around them in order to fully interact with a digital environment. An Artistic Approach to Virtual Reality traces the lineage of artist/technologists who have worked with virtual reality in its infancy to the interactive virtual work of contemporary artists such as Laurie Anderson. Interlaced within a survey of artists whose works fit in the boundary of the interactive virtual medium, this book teases out what qualifies as interactive virtual artworks. The authors discuss the theories behind basic mechanics required to enter the virtual reality space and investigate theories around visual and embodied conceptual space. Key Features: · Explores theoretical and practical aspects of using virtual reality for artistic practice. · Includes examples and discussion of virtual reality artworks from award-winning artists. · Discusses topics relevant to virtual reality that are pertinent and persist throughout hardware and software changes. · Provides historical and contemporary discussion of virtual reality artistic works.

Handbook of Research on Data Science and Cybersecurity Innovations in Industry 4 0 Technologies

Handbook of Research on Data Science and Cybersecurity Innovations in Industry 4 0 Technologies
Author: Murugan, Thangavel,E., Nirmala
Publsiher: IGI Global
Total Pages: 649
Release: 2023-09-21
Genre: Computers
ISBN: 9781668481479

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Disruptive innovations are now propelling Industry 4.0 (I4.0) and presenting new opportunities for value generation in all major industry segments. I4.0 technologies' innovations in cybersecurity and data science provide smart apps and services with accurate real-time monitoring and control. Through enhanced access to real-time information, it also aims to increase overall effectiveness, lower costs, and increase the efficiency of people, processes, and technology. The Handbook of Research on Data Science and Cybersecurity Innovations in Industry 4.0 Technologies discusses the technological foundations of cybersecurity and data science within the scope of the I4.0 landscape and details the existing cybersecurity and data science innovations with I4.0 applications, as well as state-of-the-art solutions with regard to both academic research and practical implementations. Covering key topics such as data science, blockchain, and artificial intelligence, this premier reference source is ideal for industry professionals, computer scientists, scholars, researchers, academicians, practitioners, instructors, and students.

Virtual Augmented Reality For Dummies

Virtual   Augmented Reality For Dummies
Author: Paul Mealy
Publsiher: John Wiley & Sons
Total Pages: 359
Release: 2018-07-11
Genre: Computers
ISBN: 9781119481348

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An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.

Interactive Cinema

Interactive Cinema
Author: Marina Hassapopoulou
Publsiher: U of Minnesota Press
Total Pages: 279
Release: 2024-06-25
Genre: Performing Arts
ISBN: 9781452971445

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Connecting interactive cinema to media ethics and global citizenship Interactive Cinema explores various cinematic practices that work to transform what is often seen as a primarily receptive activity into a participatory, multimedia experience. Surveying a multitude of unorthodox approaches throughout the history of motion pictures, Marina Hassapopoulou offers insight into a range of largely ephemeral and site-specific projects that consciously assimilate viewers into their production. Analyzing examples of early cinema, Hollywood B movies, museum and gallery installations, virtual-reality experiments, and experimental web-based works, Hassapopoulou travels across numerous platforms, highlighting a diverse array of strategies that attempt to unsettle the allegedly passive spectatorship of traditional cinema. Through an exploration of these radically inventive approaches to the medium, many of which emerged out of sociopolitical crises and periods of historical transition, she works to expand notions of interactivity by considering it in both technological and phenomenological terms. Deliberately revising and expanding Eurocentric scholarship to propose a much broader, transnational scope, the book emphasizes the ethical dimensions of interactive media and their links to larger considerations around community building, citizenship, and democracy. By combining cutting-edge theory with updated conventional film studies methodologies, Interactive Cinema presses at the conceptual limits of cinema and offers an essential road map to the rapidly evolving landscape of contemporary media.

Research Handbook on the Law of Virtual and Augmented Reality

Research Handbook on the Law of Virtual and Augmented Reality
Author: Woodrow Barfield,Marc Jonathan Blitz
Publsiher: Edward Elgar Publishing
Total Pages: 712
Release: 2018-12-28
Genre: Computers
ISBN: 9781786438591

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Virtual and augmented reality raise significant questions for law and policy. When should virtual world activities or augmented reality images count as protected First Amendment ‘speech’, and when are they instead a nuisance or trespass? When does copying them infringe intellectual property laws? When should a person (or computer) face legal consequences for allegedly harmful virtual acts? The Research Handbook on the Law of Virtual and Augmented Reality addresses these questions and others, drawing upon free speech doctrine, criminal law, issues of data protection and privacy, legal rights for increasingly intelligent avatars, and issues of jurisdiction within virtual and augmented reality worlds.

eCulture

eCulture
Author: Alfredo M. Ronchi
Publsiher: Springer Science & Business Media
Total Pages: 465
Release: 2009-03-10
Genre: Social Science
ISBN: 9783540752769

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Do virtual museums really provide added value to end-users, or do they just contribute to the abundance of images? Does the World Wide Web save endangered cultural heritage, or does it foster a society with less variety? These and other related questions are raised and answered in this book, the result of a long path across the digital heritage landscape. It provides a comprehensive view on issues and achievements in digital collections and cultural content.