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New York, Bloomsbury.

Turning Point: Emerging Media and Social Justice Philanthropy

The idea of virtual realities has a long and complex historical trajectory, spanning from Plato's concept of the cave and the simulacrum, to artistic styles such as Trompe L'oeil, and more recently developments in 3D film, television and gaming. However, this book will pay particular attention to the time between the s to the s when virtual reality and cyberspace were represented, particularly in fiction, as a wondrous technology that enabled transcendence from the limitations of physical embodiment.

This extensively researched, sober treatment of a routinely misunderstood phenomenon is sure to make a seminal contribution to media theory and contemporary cultural history. A timely study of the development of virtual reality and its representation in contemporary film, television and popular literature. Tellige see raamat tutvumiseks meie kauplusesse!

Raekoja plats 11, Tartu Juhul, kui soovite raamatuga enne ostu tutvuda, siis palun sisestaga allpool oma nimi ning e-mail. Logi sisse Registreeri. This book covers pretty much any topic one could possibly be contemplating regarding VR, from the question of why and how we reached this point, to how computers have altered our thought habits and to how we will be able to distinguish virtual from real reality. This consumer-focused virtual reality guidebook aims to stir up new ideas for those already working with VR as well as offering a fantastic introduction to the virtual world for newcomers to the industry.

It is relevant reading for readers of all levels of understanding.

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Virtual Reality

This book is more about gaming than virtual reality, per se, but it is worth reading for two reasons. First, it discusses Doom and Quake, the two video games that have been hailed as the first steps toward consumer-ready virtual reality. This classic book addresses how we look at art.

While it may seem like a peculiar addition to this list, it offers an insightful and thought-provoking angle from which to consider the content one creates for VR and AR. This book focuses on the early years of VR from the s and early s, when VR first appeared in the consumer space.

How immersive technologies (AR/VR) will reform the human experience - Tiffany Lam - TEDxQueensU

It is really a critical analysis of virtual reality in the relation to embodied experience so it is a good read if you wish to look at the wider context of virtual reality in culture. Here we have some recommendations intended for readers who are already familiar with the topic and basic fundamentals and who wish to go one step ahead and start exploring not only the present but the future implications that virtual reality will have in the world as we know it. Our most recommended books for intermediate readers with specific themed interests :.

Virtual Reality: Representations in Contemporary Media - Leeds Beckett Repository

This book explores the relationship between virtual and augmented realities and Big Data. It argues that VR is just the first of the three computing waves we are about to see.

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Learning more about how virtual reality technologies will drive analytics is certainly a subject that we should all be paying attention to right now. The authors of this book predict that before long we will do almost anything with our smart phones and control our digital lives through eye movements and brainwaves.