Echoes Of Other Worlds Sound In Virtual Reality

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Echoes of Other Worlds: Sound in Virtual Reality

Author : Tom A. Garner
Publisher : Springer
Page : 377 pages
File Size : 54,6 Mb
Release : 2017-09-01
Category : Social Science
ISBN : 9783319657080

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Echoes of Other Worlds: Sound in Virtual Reality by Tom A. Garner Pdf

This book explores the nature and importance of sound in virtual reality (VR). Approaching the subject from a holistic perspective, the book delivers an emergent framework of VR sound. This framework brings together numerous elements that collectively determine the nature of sound in VR; from various aspects of VR technology, to the physiological and psychological complexities of the user, to the wider technological, historical and sociocultural issues. Garner asks, amongst other things: what is the meaning of sound? How have fictional visions of VR shaped our expectations for present technology? How can VR sound hope to evoke the desired responses for such an infinitely heterogeneous user base? This book if for those with an interest in sound and VR, who wish to learn more about the great complexities of the subject and discover the contemporary issues from which future VR will surely advance.

The Power of Virtual Reality Cinema for Healthcare Training

Author : John Bowditch,Eric R. Williams
Publisher : CRC Press
Page : 272 pages
File Size : 42,6 Mb
Release : 2021-10-12
Category : Business & Economics
ISBN : 9781000457032

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The Power of Virtual Reality Cinema for Healthcare Training by John Bowditch,Eric R. Williams Pdf

Cinematic Virtual Reality brings a combination of documentary, narrative and game design principles to the medical profession and, in the healthcare arena, collaboration is a key component for creating intellectually- and emotionally- rich immersive experiences. "The Power of Virtual Reality Cinema for Healthcare Training" gathers more than a dozen experts from both the production and healthcare fields to break down best practices for creating successful cine-VR projects. Designed for multi-disciplinary teams interested in integrating cine-VR production into their healthcare training and educational programs, this book has been written for two audiences: the healthcare professional interested in what production experts consider when approaching a project, and the media expert curious about how this new technology can be used in the medical field. Highlights include: Cutting edge medical education techniques developed by Ohio University’s GRID Lab, including: PREality (creating a forced sense of deja-vu to increase acclimation time), a unique approach to eye-tracking to enhance team performance, and the low-CRIS technique (a low-cost rapid implementation strategy to capture patient care for rapid graduate student training). Insightful production techniques that will enhance your cine-VR projects including advanced plating methods to hide lighting set-ups, immersive audio considerations, and new ways to consider 360 storytelling including the Lovrick montage and the Christmas Carol continuum for story development. Detailed explanations of the production considerations and results of specific cine-VR productions (from funding approaches to distribution) including access to more than five hours of cine-VR examples of the actual productions available for download. Details on a wide variety of medical cine-VR projects, including 100 images that illustrate best practices for topics such as recording in active medical facilities, building successful multi-disciplinary teams, working within HIPAA regulations, conceptualizing cine-VR libraries for graduate education, and implementing innovative distribution models.

The Oxford Handbook of Cinematic Listening

Author : Carlo Cenciarelli
Publisher : Oxford University Press
Page : 789 pages
File Size : 41,7 Mb
Release : 2021
Category : Music
ISBN : 9780190853617

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The Oxford Handbook of Cinematic Listening by Carlo Cenciarelli Pdf

The Oxford Handbook of Cinematic Listening explores the intersection between the history of listening and the history of the moving image. Featuring established and emergent scholars from musicology, film studies, and literary studies, ethnomusicology and sound studies, popular music,sociology, media and communications, and psychology, this Handbook offers a wide range of case studies and methodological perspectives on the archaeologies, aesthetics, and extensions of cinematic listening.Chapters are structured around six themes: Part I ("Genealogies and Beginnings") considers film sound in light of pre-existing genres such as opera and shadow theatre, and explores changes in listening taking place at critical junctures in the early history of cinema. Part II ("Locations andRelocations") focuses on specific venues and presentational practices (from roadshow movies to and contemporary live-score screenings). Part III ("Representations and Re-presentations") zooms into the formal properties of specific films, analysing representations of listening on screen as well as onthe role of sound as a representational surplus. Part IV ("The Listening Body") focuses on cinematic sound as a powerful and sensual stimulus that has the power to engage the full body sensorium. Part V ("Listening again") discusses a range of ways in which film sound is encountered andreinterpreted outside the cinema, through ancillary materials like songs and soundtrack albums, in experimental conditions, and in pedagogical contexts. Part VI ("Between Media") compares the listening protocols of cinema with those of TV series and music video, promenade theatre and personalstereos, video games and Virtual Reality.

Learning in a Digital World

Author : Paloma Díaz,Andri Ioannou,Kaushal Kumar Bhagat,J. Michael Spector
Publisher : Springer
Page : 339 pages
File Size : 43,5 Mb
Release : 2019-06-29
Category : Education
ISBN : 9789811382659

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Learning in a Digital World by Paloma Díaz,Andri Ioannou,Kaushal Kumar Bhagat,J. Michael Spector Pdf

This book aims at guiding the educators from a variety of available technologies to support learning and teaching by discussing the learning benefits and the challenges that interactive technology imposes. This guidance is based on practical experiences gathered through developing and integrating them into varied educational settings. It compiles experiences gained with various interactive technologies, offering a comprehensive perspective on the use and potential value of interactive technologies to support learning and teaching. Taken together, the chapters provide a broader view that does not focus exclusively on the uses of technology in educational settings, but also on the impact and ability of technology to improve the learning and teaching processes. The book addresses the needs of researchers, educators and other stakeholders in the area of education interested in learning how interactive technologies can be used to overcome key educational challenges.

The Aesthetics of Virtual Reality

Author : Grant Tavinor
Publisher : Routledge
Page : 249 pages
File Size : 47,9 Mb
Release : 2021-09-30
Category : Philosophy
ISBN : 9781000452129

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The Aesthetics of Virtual Reality by Grant Tavinor Pdf

This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, about how they may reshape our understanding of the "real" world. Grant Tavinor finds that approach to be fundamentally mistaken, and that to really account for virtual reality, we must focus on the medium and its uses, and not the hypothetical and speculative instances that are typically the focus of earlier works. He also argues that much of the cultural and metaphysical hype around virtual reality is undeserved. But this does not mean that virtual reality is illusory or uninteresting; on the contrary, it is significant for the altogether different reason that it overturns much of our understanding of how representational media can function and what we can use them to achieve. The Aesthetics of Virtual Reality will be of interest to scholars and advanced students working in aesthetics, philosophy of art, philosophy of technology, metaphysics, and game studies.

Augmented Reality, Virtual Reality, and Computer Graphics

Author : Lucio Tommaso De Paolis,Patrick Bourdot
Publisher : Springer
Page : 724 pages
File Size : 52,5 Mb
Release : 2018-07-13
Category : Computers
ISBN : 9783319952826

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Augmented Reality, Virtual Reality, and Computer Graphics by Lucio Tommaso De Paolis,Patrick Bourdot Pdf

The 2-volume set LNCS 10850 and 10851 constitutes the refereed proceedings of the 5th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2018, held in Otranto, Italy, in June 2018. The 67 full papers and 26 short papers presented were carefully reviewed and selected from numerous submissions. The papers are organized in the following topical sections: virtual reality; augmented and mixed reality; computer graphics; human-computer interaction; applications of VR/AR in medicine; and applications of VR/AR in cultural heritage; and applications of VR/AR in industry.

History as Fantasy in Music, Sound, Image, and Media

Author : James Cook,Alexander Kolassa,Alexander Robinson,Adam Whittaker
Publisher : Taylor & Francis
Page : 213 pages
File Size : 44,5 Mb
Release : 2024-04-11
Category : Music
ISBN : 9781040012703

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History as Fantasy in Music, Sound, Image, and Media by James Cook,Alexander Kolassa,Alexander Robinson,Adam Whittaker Pdf

Exploring how music is used to portray the past in a variety of media, this book probes the relationship between history and fantasy in the imagination of the musical past. The volume brings together essays from multidisciplinary perspectives, addressing the use of music to convey a sense of the past in a wide range of multimedia contexts, including television, documentaries, opera, musical theatre, contemporary and historical film, videogames, and virtual reality. With a focus on early music and medievalism, the contributors theorise the role of music and sound in constructing ideas of the past. In three interrelated sections, the chapters problematise notions of historical authenticity on the stage and screen; theorise the future of musical histories in immersive and virtual media; and explore sound’s role in more fantastical appropriations of history in television and videogames. Together, they pose provocative questions regarding our perceptions of ‘early’ music and the sensory experience of distant history. Offering new ways to understand the past at the crossroads of musical and visual culture, this collection is relevant to researchers across music, media, and historical and cultural studies.

Rethinking Problem-based Learning for the Digital Age

Author : Maggi Savin-Baden,Heather Fraser
Publisher : Taylor & Francis
Page : 156 pages
File Size : 45,5 Mb
Release : 2023-10-19
Category : Education
ISBN : 9781000959895

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Rethinking Problem-based Learning for the Digital Age by Maggi Savin-Baden,Heather Fraser Pdf

Rethinking Problem-based Learning for the Digital Age provides grounded, evidence-based strategies for teaching faculty, academic developers and educational technologists who are changing their problem-based learning (PBL) modules and programmes from face-to-face to online. Given today’s rapid advancements in learning and curriculum development specific to online and blended modes, there is considerable potential to introduce new forms of PBL in higher education. This book applies fundamental and cutting-edge research, including original scholarship by the authors, to innovative PBL practices and realistic tasks that can be brought to life through digital environments, teamwork and resources. Whether re-contextualizing PBL practices for newly online/blended instruction or seeking fresh PBL approaches for existing digital education environments across disciplines, readers will be guided to construct active, highly motivating, learner-centred experiences using simulations, games, virtual reality, multimedia and other complex innovations.

Interactive Storytelling

Author : Rebecca Rouse,Hartmut Koenitz,Mads Haahr
Publisher : Springer
Page : 673 pages
File Size : 45,8 Mb
Release : 2018-11-26
Category : Computers
ISBN : 9783030040284

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Interactive Storytelling by Rebecca Rouse,Hartmut Koenitz,Mads Haahr Pdf

This book constitutes the refereed proceedings of the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, held in Dublin, Ireland, in December 2018. The 20 revised full papers and 16 short papers presented together with 17 posters, 11 demos, and 4 workshops were carefully reviewed and selected from 56, respectively 29, submissions. The papers are organized in the following topical sections: the future of the discipline; theory and analysis; practices and games; virtual reality; theater and performance; generative and assistive tools and techniques; development and analysis of authoring tools; and impact in culture and society.

Encyclopedia of Computer Graphics and Games

Author : Newton Lee
Publisher : Springer Nature
Page : 2150 pages
File Size : 51,9 Mb
Release : 2024-01-19
Category : Computers
ISBN : 9783031231612

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Encyclopedia of Computer Graphics and Games by Newton Lee Pdf

Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

Now Media

Author : Norman J. Medoff,Barbara K. Kaye
Publisher : Routledge
Page : 731 pages
File Size : 40,7 Mb
Release : 2021-04-07
Category : Language Arts & Disciplines
ISBN : 9781000380538

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Now Media by Norman J. Medoff,Barbara K. Kaye Pdf

Now in its fourth edition, this book is one of the leading texts on the evolution of electronic mass communication in the last century, giving students a clear understanding of how the media of yesterday shaped the media world of today. Now Media, Fourth Edition (formerly Electronic Media: Then, Now, Later) provides a comprehensive view of the beginnings of electronic media in broadcasting and the subsequent advancements into ‘now’ digital media. Each chapter is organized chronologically, starting with the electronic media of the past, then moving to the media of today, and finally, exploring the possibilities for the media of the future. Topics include the rise of social media, uses of personal communication devices, the film industry, and digital advertising, focusing along the way on innovations that laid the groundwork for ‘now’ television and radio and the Internet and social media. New to the fourth edition is a chapter on the amazing world of virtual reality technology, which has spawned a ‘now’ way of communicating with the world and becoming a part of video content, as well as a discussion of the impacts of the COVID-19 pandemic on media consumption habits. This book remains a key text and trusted resource for students and scholars of digital mass communication and communication history alike. The new ‘now’ edition also features updated online instructor materials, including PowerPoint slides and test banks. Please visit www.routledge.com/cw/medoff to access these support materials.

Digital and Postdigital Learning for Changing Universities

Author : Maggi Savin-Baden
Publisher : Taylor & Francis
Page : 263 pages
File Size : 49,8 Mb
Release : 2023-10-27
Category : Education
ISBN : 9781000931518

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Digital and Postdigital Learning for Changing Universities by Maggi Savin-Baden Pdf

This book explores the purpose, role and function of the university and examines the disconnection between students’ approaches to learning and university strategy. It centres on the idea that it is vital to explore what counts as a university in the twenty-first century, what it is for, and for whom, as well as how it can transcend social divisions. The universities of the twenty-first century need to have larger audiences, a broader voice, a shift away from othering and an effective means of progressing such shifts. What is central to such exploration is the idea that learning needs to be seen as postdigital. With a focus on how the growth of technology has and continues to affect university learning, this book: explores the concepts of the digital and the postdigital; promotes just and inclusive pedagogies for higher education; considers ways to ensure learning is an ethical and political experience; studies how to understand community and collective values through higher education; suggests ways of promoting personal and collective responsibility for our world and its peoples; presents ways in which the university can challenge ideologies based on capitalist modes of consumption, privilege and exploitation. Digital and Postdigital Learning for Changing Universities is essential reading for anyone seeking to reimagine the university in a postdigital age, despite institutional structuration and government intervention. It challenges current assumptions and practices, and encourages new ways of thinking about higher education and learning in the twenty-first century.

The Palgrave Handbook of Intermediality

Author : Jørgen Bruhn,Asun López-Varela Azcárate,Miriam de Paiva Vieira
Publisher : Springer Nature
Page : 1254 pages
File Size : 54,6 Mb
Release : 2024-01-02
Category : Literary Criticism
ISBN : 9783031283222

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The Palgrave Handbook of Intermediality by Jørgen Bruhn,Asun López-Varela Azcárate,Miriam de Paiva Vieira Pdf

This handbook provides an extensive overview of traditional and emerging research areas within the field of intermediality studies, understood broadly as the study of interrelations among all forms of communicative media types, including transmedial phenomena. Section I offers accounts of the development of the field of intermediality - its histories, theories and methods. Section II and III then explore intermedial facets of communication from ancient times until the 21st century, with discussion on a wide range of cultural and geographical settings, media types, and topics, by contributors from a diverse set of disciplines. It concludes in Section IV with an emphasis on urgent societal issues that an intermedial perspective might help understand.

Foundations in Sound Design for Interactive Media

Author : Michael Filimowicz
Publisher : Routledge
Page : 366 pages
File Size : 51,6 Mb
Release : 2019-06-21
Category : Technology & Engineering
ISBN : 9781351603867

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Foundations in Sound Design for Interactive Media by Michael Filimowicz Pdf

This volume provides a comprehensive introduction to foundational topics in sound design for interactive media, such as gaming and virtual reality; compositional techniques; new interfaces; sound spatialization; sonic cues and semiotics; performance and installations; music on the web; augmented reality applications; and sound producing software design. The reader will gain a broad understanding of the key concepts and practices that define sound design for its use in computational media and design. The chapters are written by international authors from diverse backgrounds who provide multidisciplinary perspectives on sound in its interactive forms. The volume is designed as a textbook for students and teachers, as a handbook for researchers in sound, design and media, and as a survey of key trends and ideas for practitioners interested in exploring the boundaries of their profession.

International Encyclopedia of Geography, 15 Volume Set

Author : Noel Castree,Michael F. Goodchild,Audrey Kobayashi,Weidong Liu,Richard A. Marston
Publisher : John Wiley & Sons
Page : 8364 pages
File Size : 43,8 Mb
Release : 2017-03-20
Category : Science
ISBN : 9780470659632

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International Encyclopedia of Geography, 15 Volume Set by Noel Castree,Michael F. Goodchild,Audrey Kobayashi,Weidong Liu,Richard A. Marston Pdf

Representing the definitive reference work for this broad and dynamic field, The International Encyclopedia of Geography arises from an unprecedented collaboration between Wiley and the American Association of Geographers (AAG) to review and define the concepts, research, and techniques in geography and interrelated fields. Available as a robust online resource and as a 15-volume full-color print set, the Encyclopedia assembles a truly global group of scholars for a comprehensive, authoritative overview of geography around the world. Contains more than 1,000 entries ranging from 1,000 to 10,000 words offering accessible introductions to basic concepts, sophisticated explanations of complex topics, and information on geographical societies around the world Assembles a truly global group of more than 900 scholars hailing from over 40 countries, for a comprehensive, authoritative overview of geography around the world Provides definitive coverage of the field, encompassing human geography, physical geography, geographic information science and systems, earth studies, and environmental science Brings together interdisciplinary perspectives on geographical topics and techniques of interest across the social sciences, humanities, science, and medicine Features full color throughout the print version and more than 1,000 illustrations and photographs Annual updates to online edition