Real Virtuality

Real Virtuality Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of Real Virtuality book. This book definitely worth reading, it is an incredibly well-written.

Real Virtuality

Author : Ulrich Gehmann,Martin Reiche
Publisher : transcript Verlag
Page : 471 pages
File Size : 55,6 Mb
Release : 2014-06-30
Category : Social Science
ISBN : 9783839426081

Get Book

Real Virtuality by Ulrich Gehmann,Martin Reiche Pdf

Increasingly, the virtual became reality by a hybridization of the world as we knew it: the process that went on in recent years is one of a technically assisted hybridization of both space and self, the »old« world is becoming virtualized and functionalized to a degree never experienced before. For the first time in human history, we have reached a threshold where we have not only to re-assert but to redefine ourselves, as regards our fundamental terms of understanding what world means for us, our base of existence and now an assemblage of mixed realities; and connected, what being human means.

Learning in Metaverses: Co-Existing in Real Virtuality

Author : Schlemmer, Eliane
Publisher : IGI Global
Page : 374 pages
File Size : 50,7 Mb
Release : 2014-08-31
Category : Education
ISBN : 9781466663527

Get Book

Learning in Metaverses: Co-Existing in Real Virtuality by Schlemmer, Eliane Pdf

The potential of virtual world technologies to improve teaching and learning has been recognized in recent years, creating new possibilities for teaching and learning processes, with virtual environments impacting the achievement of student learning and collaboration. Learning in Metaverses: Co-Existing in Real Virtuality discusses a better way to understand this new learning universe, exploring the possibilities of new social organization through the use of avatars in virtual worlds. Examining platforms such as Web 3D, metaverse, MDV3D, ECODI, hybrid living and sharing spaces, gamification, alternate reality, mingled reality, and augmented reality to evaluate the possibilities for their implementation in education, this reference book will be of use to academics, educators, students, researchers, gamers, and professionals.

Technology, Organizations and Innovation: Towards 'real virtuality'?

Author : Ian McLoughlin,David Preece,Patrick Dawson
Publisher : Taylor & Francis
Page : 468 pages
File Size : 55,9 Mb
Release : 2000
Category : Business & Economics
ISBN : 0415203988

Get Book

Technology, Organizations and Innovation: Towards 'real virtuality'? by Ian McLoughlin,David Preece,Patrick Dawson Pdf

An authoritative collection of leading critical and contemporary writings published in the field of technology and organizations. The set spans a 50-year time period taking the reader from the first and most influential papers from the early 1950s through to some recent publications which address contemporary and emerging debates in the field at the dawn of the 21st century. Each of the 4 volumes has a particular focus upon this area of research and scholarship: the early debates; theories, paradigms and concepts; critical empirical studies; and emerging themes and future debates. The editors provide an introduction to, and overview of, the themes, debates, perspectives, theories and paradigms which characterize this area of organization studies, and set out a "route map" to help guide the reader through the four volumes.

Conceiving Virtuality: From Art To Technology

Author : Joaquim Braga
Publisher : Springer Nature
Page : 210 pages
File Size : 45,7 Mb
Release : 2019-09-05
Category : Philosophy
ISBN : 9783030247515

Get Book

Conceiving Virtuality: From Art To Technology by Joaquim Braga Pdf

This book provides new theoretical approaches to the subject of virtuality. All chapters reflect the importance of extending the analysis of the concept of “the virtual” to areas of knowledge that, until today, have not been fully included in its philosophical foundations. The respective chapters share new insights on art, media, psychic systems and technology, while also presenting new ways of articulating the concept of the virtual with regard to the main premises of Western thought. Given its thematic scope, this book is intended not only for a philosophical audience, but also for all scientists who have turned to the humanities in search of answers to their questions.

Micropolitics of Media Culture

Author : Patricia Pisters,Catherine M. Lord
Publisher : Amsterdam University Press
Page : 308 pages
File Size : 49,7 Mb
Release : 2001
Category : Performing Arts
ISBN : 9053564721

Get Book

Micropolitics of Media Culture by Patricia Pisters,Catherine M. Lord Pdf

This book focuses on the micro-political implications of the work of Gilles Deleuze (and Félix Guattari). General philosophical articles are coupled to more specific analyses of films (such as Fight Club and Schindler's List) and other expressions of contemporary culture. The choice of giving specific attention to the analyses of images and sounds is not only related to the fact that audiovisual products are increasingly dominant in contemporary life, but also to the fact that film culture in itself is changing ("in transition") in capitalist culture. From a marginal place at the periphery of economy and culture at large, audiovisual products (ranging from art to ads) seem to have moved to the centre of the network society, as Manuel Castells calls contemporary society. Typical Deleuzian concepts such as micro-politics, the Body without Organs, becoming-minoritarian, pragmatics and immanence are explored in their philosophical implications and political force, whether utopian or dystopian. What can we do with Deleuze in contemporary media culture? A recurring issue throughout the book is the relationship between theory and practice, to which several solutions and problems are given.

The Oxford Handbook of Virtuality

Author : Mark Grimshaw
Publisher : Oxford Handbooks
Page : 794 pages
File Size : 53,8 Mb
Release : 2014-02
Category : Computers
ISBN : 9780199826162

Get Book

The Oxford Handbook of Virtuality by Mark Grimshaw Pdf

The book is a compendium of thinking on virtuality and its relationship to reality from the perspective of a variety of philosophical and applied fields of study. Topics covered include presence, immersion, emotion, ethics, utopias and dystopias, image, sound, literature, AI, law, economics, medical and military applications, religion, and sex.

Basics of Virtual Reality

Author : Armin Grasnick
Publisher : Springer Nature
Page : 409 pages
File Size : 40,7 Mb
Release : 2022-01-04
Category : Computers
ISBN : 9783662642016

Get Book

Basics of Virtual Reality by Armin Grasnick Pdf

Today, the reality we know can be recorded and reproduced true to reality using technical processes. Space and time are recreated virtually as a copy in artificial reality. However, the reproduction of virtual reality is not limited to a mere copy of what exists. A visitor to the virtual space does not have to be content with the pixelated image of the old familiar, but can encounter unreal phenomena in the illusory world that never existed in real life or are even physically impossible. This enables an expansion of the recorded reality and allows the perception of surprisingly new perspectives. A perspective denotes the perception of a fact from a certain point of view and corresponds to the way of looking at things. But a perspective is also the observation of a scene from a viewing position. From different perspectives the illusion of reality arises during the reproduction by observation. This vision is not based on imagination or hallucination, but is the basic function of virtual reality. This book describes the concepts, systems, and technologies used to create virtual reality from its ancient beginnings to the present, and provides a glimpse into a possible future. This book is a translation of the original German 1st edition Grundlagen der virtuellen Realität by Armin Grasnick, published by Springer-Verlag GmbH Germany, part of Springer Nature in 2020. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation. Springer Nature works continuously to further the development of tools for the production of books and on the related technologies to support the authors.

Social Mechanisms

Author : Peter Hedström,Richard Swedberg
Publisher : Cambridge University Press
Page : 356 pages
File Size : 40,7 Mb
Release : 1998-01-13
Category : Political Science
ISBN : 0521596874

Get Book

Social Mechanisms by Peter Hedström,Richard Swedberg Pdf

The advancement of social theory requires an analytical approach that systematically seeks to explicate the social mechanisms that generate and explain observed associations between events. These essays, written by prominent social scientists, advance criticisms of current trends in social theory and suggest alternative approaches. The mechanism approach calls attention to an intermediary level of analysis in between pure description and story-telling, on the one hand, and grand theorizing and universal social laws, on the other. For social theory to be of use for the working social scientist, it must attain a high level of precision and provide a toolbox from which middle range theories can be constructed.

Rethinking Cultural Policy

Author : Jim McGuigan
Publisher : McGraw-Hill Education (UK)
Page : 192 pages
File Size : 52,5 Mb
Release : 2004-03-16
Category : Social Science
ISBN : 9780335226429

Get Book

Rethinking Cultural Policy by Jim McGuigan Pdf

“a fascinating, thorough and expertly argued discussion of the modes and practices of cultural policy in an increasingly globalized and neoliberal world.” European Journal of Communication Rethinking Cultural Policy addresses issues concerning culture, economy and power in the age of new-liberal globalization. It examines how public cultural policies have been rationalized in the past and how they are being rethought. Arguing that the study of culture and policy should not be confined to prevailing governmental agendas, the book offers a distinctive and independent analysis of cultural policy. The book examines a wide range of issues in cultural policy and blends a close reading of key theories with case studies. Topics covered include: Branding culture and exploitation The state, market and civil society How visitor attractions such as London's Millennium Dome are used for national aggrandizement and corporate business purposes Cultural development, diversity and ecological tourism in poorer parts of the world This is the ideal introduction to contemporary cultural policy for undergraduate students in culture and media studies, sociology of culture, politics, arts administration and cultural management courses, as well as postgraduates and researchers.

A Way Through the Global Techno-Scientific Culture

Author : Sheldon Richmond
Publisher : Cambridge Scholars Publishing
Page : 221 pages
File Size : 47,7 Mb
Release : 2020-04-07
Category : Science
ISBN : 9781527549227

Get Book

A Way Through the Global Techno-Scientific Culture by Sheldon Richmond Pdf

Computers are supposed to be smart, yet they frustrate both ordinary users and computer technologists. Why are people frustrated by smart machines? Computers don’t fit people. People think in terms of comparisons, stories, and analogies, and seek feedback, whereas computers are based on a fundamental design that does not fit with analogical and feedback thinking. They impose a binary, an all-or-nothing, approach to everything. Moreover, the social world and institutions that have developed around computer technology hide and reinforce the lack of alignment between computers and people. This book suggests a solution: we do not have to accept the way things are now and work around the bad social and technical design of computers. Rather, it proposes a diverse, distributed, critical discussion of how to design and build both computer technology and its social institutions.

Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 1845 pages
File Size : 41,9 Mb
Release : 2018-03-02
Category : Computers
ISBN : 9781522554707

Get Book

Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications by Management Association, Information Resources Pdf

Virtual and augmented reality is the next frontier of technological innovation. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications is a comprehensive reference source for the latest scholarly material on the trends, techniques, and uses of virtual and augmented reality in various fields, and examines the benefits and challenges of these developments. Highlighting a range of pertinent topics, such as human-computer interaction, digital self-identity, and virtual reconstruction, this multi-volume book is ideally designed for researchers, academics, professionals, theorists, students, and practitioners interested in emerging technology applications across the digital plane.

Transforming Education with Virtual Reality

Author : Reena Malik,Ambuj Sharma,Prashant Chaudhary
Publisher : John Wiley & Sons
Page : 436 pages
File Size : 45,7 Mb
Release : 2024-03-06
Category : Education
ISBN : 9781394199990

Get Book

Transforming Education with Virtual Reality by Reena Malik,Ambuj Sharma,Prashant Chaudhary Pdf

TRANSFORMING EDUCATION WITH VIRTUAL REALITY The book provides an in-depth and comprehensive knowledge reviewof the use of virtual reality in the education industry and businesses. Virtual reality (VR) technology has thoroughly transformed education by providing engaging and immersive ways for students to experience their education and by offering visual learning, creative development, etc., to enhance their studies. Moreover, with increasing accessibility, both students and educators can utilize it for effective teaching and learning. By embracing this VR-related technology, teachers can transform traditional classrooms into lively ones. Businesses can also leverage VR for skilling, up-skilling, and re-skilling. This book is divided into two parts. Part I discusses the opportunities, challenges, and application of VR technology, and Part II focuses on reimagining education with the metaverse. Readers will find in this book: a description of the relationship between virtual reality and student behavior; a review of VR-enabled tools and techniques for an immersive environment; a discussion on VR in the context of vocational education by developing a conceptual framework and roadmap for its adoption; an overview of the advantages, disadvantages, and mechanisms of VR through a detailed analysis showing a comparison of the strong and weak points of the technologies being used in education; a look at the future of learning in the context of VR; a description of the relevance of VR in emerging economies with the help of bibliometric analysis and discusses its future potential; a review of Metaverse as a new education avatar showcasing diverse educational experiences and how to reimagine teaching; an explanation of the relevance of emerging digital technologies in upskilling employees in fashion retail to impart an immersive experience for customers; a proposed framework for mapping the use of VR for students with autistic spectrum disorder (ASD). Audience The book is designed for information technologists, educational researchers, teachers, policymakers, government officials, and business managers.

Communication Matters

Author : Jeremy Packer,Stephen B. Crofts Wiley
Publisher : Routledge
Page : 345 pages
File Size : 54,7 Mb
Release : 2013-06-17
Category : Social Science
ISBN : 9781136589591

Get Book

Communication Matters by Jeremy Packer,Stephen B. Crofts Wiley Pdf

Communication has often been understood as a realm of immaterial, insubstantial phenomena—images, messages, thoughts, languages, cultures, and ideologies—mediating our embodied experience of the concrete world. Communication Matters challenges this view, assembling leading scholars in the fields of Communication, Rhetoric, and English to focus on the materiality of communication. Building on the work of materialist theorists such as Gilles Deleuze, Michel Foucault, Friedrich Kittler, and Henri Lefebvre, the essays collected here examine the materiality of discourse itself and the constitutive force of communication in the production of the real. Communication Matters presents original work that rethinks communication as material and situates materialist approaches to communication within the broader "materiality turn" emerging in the humanities and social sciences. This collection will be of interest to researchers and postgraduate students in Media, Communication Studies, and Rhetoric. The book includes images of the digital media installations of Francesca Talenti, Professor, Department of Communication Studies, University of North Carolina at Chapel Hill.

Narrative as Virtual Reality 2

Author : Marie-Laure Ryan
Publisher : JHU Press
Page : 304 pages
File Size : 54,5 Mb
Release : 2015-12-01
Category : Literary Criticism
ISBN : 9781421417981

Get Book

Narrative as Virtual Reality 2 by Marie-Laure Ryan Pdf

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 and artistic traditions. Approaching the idea of virtual reality as a metaphor for total art, Ryan applies the concepts of immersion and interactivity to develop a phenomenology of narrative experience that encompasses reading, watching, and playing. The book weighs traditional literary narratives against the new textual genres made possible by the electronic revolution of the past thirty years, including hypertext, electronic poetry, interactive drama, digital installation art, computer games, and multi-user online worlds like Second Life and World of Warcraft. In this completely revised edition, Ryan reflects on the developments that have taken place over the past fifteen years in terms of both theory and practice and focuses on the increase of narrativity in video games and its corresponding loss in experimental digital literature. Following the cognitive approaches that have rehabilitated immersion as the product of fundamental processes of world-construction and mental simulation, she details the many forms that interactivity has taken—or hopes to take—in digital texts, from determining the presentation of signs to affecting the level of story.

Entertainment Computing - ICEC 2016

Author : Günter Wallner,Simone Kriglstein,Helmut Hlavacs,Rainer Malaka,Artur Lugmayr,Hyun-Seung Yang
Publisher : Springer
Page : 292 pages
File Size : 51,6 Mb
Release : 2016-09-19
Category : Computers
ISBN : 9783319461007

Get Book

Entertainment Computing - ICEC 2016 by Günter Wallner,Simone Kriglstein,Helmut Hlavacs,Rainer Malaka,Artur Lugmayr,Hyun-Seung Yang Pdf

This book constitutes the refereed proceedings of the 15th InternationalConference on Entertainment Computing, ICEC 2016, held in Vienna, Austria, in September 2016. The 16 full papers, 13 short papers, and 2 posters presented were carefully reviewed and selected from 46 submissions. The multidisciplinary nature of entertainment computing is reflected by the papers. They are organized in the following topical sections: games for health, learning, and social change; use and evaluation of digital entertainment; and entertainment technology.