The Out Of Home Immersive Entertainment Frontier
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The Out of Home Immersive Entertainment Frontier
Author | : Kevin Williams,Michael Mascioni |
Publsiher | : Routledge |
Total Pages | : 204 |
Release | : 2017-03-02 |
Genre | : Business & Economics |
ISBN | : 9781351884594 |
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Digital Out of Home Entertainment is rather an arcane description for one of the fastest growing technology-sectors. These forms of interactive technology, often established on a 'pay per use' basis are transforming the customer experience in shops, cinemas, museums; almost any environment where consumers are congregating. Kevin Williams and Michael Mascioni's The Out-of-Home Immersive Entertainment Frontier provides a 'state of play' exploration of the successes, the emerging new applications and the strategies that inform them. The authors interviewed nearly 70 leading executives from many familiar organisations in every facet of the digital out-of-home entertainments industry. The result is an essential guide for entertainment executives as well as those involved in retailing, the hotel industry, mobile communications, museums and heritage.
The VR Book
Author | : Jason Jerald |
Publsiher | : Morgan & Claypool |
Total Pages | : 523 |
Release | : 2015-09-01 |
Genre | : Computers |
ISBN | : 9781970001136 |
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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 than technical implementation, for if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, first implementations are rarely novel and never ideal due to the complex nature of VR and the countless possibilities. However, the VR principles discussed within enable us to intelligently experiment with the rules and iteratively design towards innovative experiences.
Computer Games and Immersive Entertainment
Author | : Chrissie Scelsi,Ross A. Dannenberg |
Publsiher | : Unknown |
Total Pages | : 0 |
Release | : 2020-04 |
Genre | : Games & Activities |
ISBN | : 1634251199 |
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The intersection between intellectual property law and video games and immersive entertainment is exciting, fast-paced, and complex, as technology evolves at breakneck speed and often outpaces established case law. This one-of-kind handbook covers the intellectual property issues that game developers routinely wrestle with and need legal counsel about, from end-user license agreements to the scope and limitations of copyright protection to approaches for simulating reality without conflicting with existing trademark and brand rights of real-world companies, and more. Each chapter covers important IP issues involved with computer games and immersive entertainment, including end-user license agreements, copyrights, patents, trademarks, trade secrets, rights of publicity, and international considerations.
The Children s Book
Author | : A. S. Byatt |
Publsiher | : Vintage Canada |
Total Pages | : 626 |
Release | : 2009-11-03 |
Genre | : Fiction |
ISBN | : 9780307373830 |
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From the renowned author of Possession, The Children’s Book is the absorbing story of the close of what has been called the Edwardian summer: the deceptively languid, blissful period that ended with the cataclysmic destruction of World War I. In this compelling novel, A.S. Byatt summons up a whole era, revealing that beneath its golden surface lay tensions that would explode into war, revolution and unbelievable change — for the generation that came of age before 1914 and, most of all, for their children. The novel centres around Olive Wellwood, a fairy tale writer, and her circle, which includes the brilliant, erratic craftsman Benedict Fludd and his apprentice Phillip Warren, a runaway from the poverty of the Potteries; Prosper Cain, the soldier who directs what will become the Victoria and Albert Museum; Olive’s brother-in-law Basil Wellwood, an officer of the Bank of England; and many others from every layer of society. A.S. Byatt traces their lives in intimate detail and moves between generations, following the children who must choose whether to follow the roles expected of them or stand up to their parents’ “porcelain socialism.” Olive’s daughter Dorothy wishes to become a doctor, while her other daughter, Hedda, wants to fight for votes for women. Her son Tom, sent to an upper-class school, wants nothing more than to spend time in the woods, tracking birds and foxes. Her nephew Charles becomes embroiled with German-influenced revolutionaries. Their portraits connect the political issues at the heart of nascent feminism and socialism with grave personal dilemmas, interlacing until The Children’s Book becomes a perfect depiction of an entire world. Olive is a fairy tale writer in the era of Peter Pan and Kenneth Grahame’s The Wind In the Willows, not long after Alice’s Adventures in Wonderland. At a time when children in England suffered deprivation by the millions, the concept of childhood was being refined and elaborated in ways that still influence us today. For each of her children, Olive writes a special, private book, bound in a different colour and placed on a shelf; when these same children are ferried off into the unremitting destruction of the Great War, the reader is left to wonder who the real children in this novel are. The Children’s Book is an astonishing novel. It is an historical feat that brings to life an era that helped shape our own as well as a gripping, personal novel about parents and children, life’s most painful struggles and its richest pleasures. No other writer could have imagined it or created it.
The Experience Economy
Author | : B. Joseph Pine,James H. Gilmore |
Publsiher | : Harvard Business Press |
Total Pages | : 276 |
Release | : 1999 |
Genre | : Business & Economics |
ISBN | : 0875848192 |
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This text seeks to raise the curtain on competitive pricing strategies and asserts that businesses often miss their best opportunity for providing consumers with what they want - an experience. It presents a strategy for companies to script and stage the experiences provided by their products.
Ultimate DVD
Author | : Anonim |
Publsiher | : Unknown |
Total Pages | : 452 |
Release | : 2006 |
Genre | : DVD-Video discs |
ISBN | : STANFORD:36105122364727 |
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Brand Avatar
Author | : Alycia de Mesa |
Publsiher | : Springer |
Total Pages | : 187 |
Release | : 2009-02-27 |
Genre | : Business & Economics |
ISBN | : 9780230233713 |
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Virtual worlds such as Second Life, have millions of users worldwide. Virtual world "residents" wield huge purchasing power, and use real money in the online economies. Companies as diverse as Adidas, Jean-Paul Gaultier, and MTV have plunged into these unchartered waters to give their brands a virtual presence, using varied strategies.
UX for XR
Author | : Cornel Hillmann |
Publsiher | : Apress |
Total Pages | : 255 |
Release | : 2021-06-13 |
Genre | : Architecture |
ISBN | : 1484270193 |
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Extending traditional digital platforms to the new frontier of extended reality (XR) requires taking into account what best practices, new concepts, and conventions have been established and what learnings can be brought forward from case studies involving industry leaders. By looking at practical examples from the field of handheld AR breakthroughs, virtual reality (VR) success stories and experimental interaction concept of pioneering XR platforms, you'll see how it's possible to map out a framework of user experience (UX) guidelines to close in on opportunities and challenges that lay ahead. This book defines, identifies, and analyzes UX practices for XR environments and reviews the techniques and tools for prototyping and designing XR user interactions. You'll approach the design for experiential state and spatial cognition, using established UX key performance indicators, while taking into account the social dynamics, emotional framework and wider industry context. UX design and strategy for the XR space is a new frontier, so UX for XR focuses on case studies and industry research to illustrate the relationship between UX design and the growth of immersive technologies. Practical examples will demonstrate how you should apply UX design principles using designing interactions in XR by identifying the importance of spaces, senses and storyboarding. What You'll Learn Explore the challenges and opportunities of designing for XR See how spatial interaction is revolutionizing human computer interaction Examine sensory input and interaction beyond the screen Work with 3D Interaction Design and build a strong 3D UX Understand VR and augmented reality essentials for emotion-rich user experiences Apply UX research techniques for the XR space Who This Book Is For This book is primarily for UX designers, consultants, and strategists; XR developers; and media professionals