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Action Man Virtual Adventure
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Book Synopsis Action Man Virtual Adventure by : Charles Gardner
Download or read book Action Man Virtual Adventure written by Charles Gardner and published by . This book was released on 1997 with total page 12 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Articulating the Action Figure by : Jonathan Alexandratos
Download or read book Articulating the Action Figure written by Jonathan Alexandratos and published by McFarland. This book was released on 2017-03-10 with total page 189 pages. Available in PDF, EPUB and Kindle. Book excerpt: Action figures are more than toys or collectibles--they are statements on race, gender, class, body positivity and more. This collection of nine new essays and one interview argues that action figures should be analyzed in the same light as books, movies, television shows and other media. Through an examination of the plastic bodies that fill our shelves and toy boxes, "Action Figure Studies" can inform the next generation of toys.
Book Synopsis Action Man 3D Book. by : Egmont Books, Limited
Download or read book Action Man 3D Book. written by Egmont Books, Limited and published by . This book was released on 1997-08 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book An action man adventure written by and published by . This book was released on 1967 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Designing Adaptive Virtual Worlds by : Ning Gu
Download or read book Designing Adaptive Virtual Worlds written by Ning Gu and published by Walter de Gruyter GmbH & Co KG. This book was released on 2014-09-18 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: Designing adaptive virtual worlds takes the design of places for education, entertainment, online communities, business, and cultural activities in 3D virtual worlds to a new level. The place metaphor provides a rich source of styles and examples for designing in 3D virtual worlds. This book is one of the first design books in the field showing how those styles can be captured in a design grammar so that unique places can be created through computational agents responding to the changing needs of the people in the virtual world. Applying the techniques introduced in this book has immediate implications on the design of games and functional places in existing virtual world platforms such as Second Life, OpenSim and Active Worlds as well as future virtual worlds in which the boundaries between digital and physical environments blur.
Book Synopsis Virtual Reality Headsets - A Theoretical and Pragmatic Approach by : Philippe Fuchs
Download or read book Virtual Reality Headsets - A Theoretical and Pragmatic Approach written by Philippe Fuchs and published by CRC Press. This book was released on 2017-02-24 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers and professionals. The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3I2 model’’. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges.
Download or read book New Narratives written by Ruth Page and published by U of Nebraska Press. This book was released on 2011-12-01 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: Just as the explosive growth of digital media has led to ever-expanding narrative possibilities and practices, so these new electronic modes of storytelling have, in their own turn, demanded a rapid and radical rethinking of narrative theory. This timely volume takes up the challenge, deeply and broadly considering the relationship between digital technology and narrative theory in the face of the changing landscape of computer-mediated communication. New Narratives reflects the diversity of its subject by bringing together some of the foremost practitioners and theorists of digital narratives. It extends the range of digital subgenres examined by narrative theorists to include forms that have become increasingly prominent, new examples of experimental hypertext, and contemporary video games. The collection also explicitly draws connections between the development of narrative theory, technological innovation, and the use of narratives in particular social and cultural contexts. Finally, New Narratives focuses on how the tools provided by new technologies may be harnessed to provide new ways of both producing and theorizing narrative. Truly interdisciplinary, the book offers broad coverage of contemporary narrative theory, including frameworks that draw from classical and postclassical narratology, linguistics, and media studies.
Download or read book The Complex written by Nick Turse and published by Macmillan. This book was released on 2009-03-03 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: Here is the new, hip, high-tech military-industrial complex--an omnipresent, hidden-in-plain-sight system of systems that penetrates all our lives. From iPods to Starbucks to Oakley sunglasses, historian Nick Turse explores the Pentagon's little-noticed contacts (and contracts) with the products and companies that now form the fabric of America. Turse investigates the remarkable range of military incursions into the civilian world: the Pentagon's collaborations with Hollywood filmmakers; its outlandish schemes to weaponize the wild kingdom; its joint ventures with the World Wrestling Federation and NASCAR. He shows the inventive ways the military, desperate for new recruits, now targets children and young adults, tapping into the "culture of cool" by making "friends" on MySpace. We are a long way from Eisenhower's military-industrial complex: this is its twenty-first-century progeny.--From publisher description.
Book Synopsis Immersive Environments, Augmented Realities, and Virtual Worlds: Assessing Future Trends in Education by : DAgustino, Steven
Download or read book Immersive Environments, Augmented Realities, and Virtual Worlds: Assessing Future Trends in Education written by DAgustino, Steven and published by IGI Global. This book was released on 2012-12-31 with total page 331 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has had direct impact on education in increasing the way that society continues to learn. Applications of immersive environments, virtual worlds, and augmented reality have significant implications for how teaching and learning are achieved in contemporary education. Immersive Environments, Augmented Realities and Virtual Worlds: Assessing Future Trends in Education brings together current research and performance in trends in education. While examining cyber behavior and the use of virtual worlds, immersive technologies and augmented realities aim to improve teaching and enhancing learning.
Download or read book Brand Avatar written by Alycia de Mesa and published by Springer. This book was released on 2009-02-27 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis The Internet and Health in Brazil by : André Pereira Neto
Download or read book The Internet and Health in Brazil written by André Pereira Neto and published by Springer. This book was released on 2018-10-24 with total page 459 pages. Available in PDF, EPUB and Kindle. Book excerpt: The popularization of the Internet, due in larger part to the advent of multifunctional cell phones, poses new challenges for health professionals, patients, and caregivers as well as creates new possibilities for all of us. This comprehensive volume analyzes how this social phenomenon is transforming long-established healthcare practices and perceptions in a country with one of the highest numbers of Internet users: Brazil. After an opening text that analyzes the Internet and E-Health Care as a field of study, the book comprises six parts. The first part introduces the emergence and development of the internet in Brazil, its pioneering experience in internet governance, digital inclusion, and online citizen participation. The second part is dedicated to internet health audiences by analyzing the cases of patients, the young, and the elderly seeking and sharing health information online, especially in virtual communities. The third part is dedicated to the challenges that the expansion of the internet in healthcare poses to all of us, such as the evaluation of the quality of health information available online and the prevention of the risks involved with online sales, cyberbullying, and consumption of prescription medicines. The fourth presents some innovative e-learning experiences carried out with different groups in Brazil, while the fifth part analyses some practical applications involving the Internet and health, including studies on M-Health, the Internet of things, serious games and the use of new information and communication technologies in health promotion. The last chapter analyses the future of healthcare in the Internet Age. The authors establish a critical and creative debate with international scholarship on the subject. This book is written in a direct and comprehensible way for professionals, researchers, students of communication and health, as well as for stakeholders and others interested in better understanding the trends and the different challenges related to the social phenomenon of the internet in health.
Book Synopsis Virtual Reality: Concepts and Technologies by : Philippe Fuchs
Download or read book Virtual Reality: Concepts and Technologies written by Philippe Fuchs and published by CRC Press. This book was released on 2011-07-27 with total page 432 pages. Available in PDF, EPUB and Kindle. Book excerpt: A manual for both designers and users, comprehensively presenting the current state of experts' knowledge on virtual reality (VR) in computer science, mechanics, optics, acoustics, physiology, psychology, ergonomics, ethics, and related area. Designed as a reference book and design guide to help the reader develop a VR project, it presents the read
Book Synopsis Virtual Reality and Augmented Reality by : Bruno Arnaldi
Download or read book Virtual Reality and Augmented Reality written by Bruno Arnaldi and published by John Wiley & Sons. This book was released on 2018-03-15 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.
Book Synopsis ePedagogy in Online Learning: New Developments in Web Mediated Human Computer Interaction by : McKay, Elspeth
Download or read book ePedagogy in Online Learning: New Developments in Web Mediated Human Computer Interaction written by McKay, Elspeth and published by IGI Global. This book was released on 2013-03-31 with total page 299 pages. Available in PDF, EPUB and Kindle. Book excerpt: ICT tools and the digital age continue to redefine teaching strategies for both the corporate sector and educational institutions. These teaching environments have enabled openness and interaction in order to teach communities to flourish. ePedagogy in Online Learning: New Developments in Web Mediated Human Computer Interaction provides approaches on adopting interactive web tools that promote effective human-computer interaction in educational practices. This book is a vital tool for educational technology practitioners and researchers interested in incorporating e-learning practices in the education sector.
Author :Pedro Antonio González-Calero Publisher :Springer Science & Business Media ISBN 13 :1441981888 Total Pages :210 pages Book Rating :4.4/5 (419 download)
Book Synopsis Artificial Intelligence for Computer Games by : Pedro Antonio González-Calero
Download or read book Artificial Intelligence for Computer Games written by Pedro Antonio González-Calero and published by Springer Science & Business Media. This book was released on 2011-03-01 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of academic AI techniques into current electronic entertainment games. The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players. Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.
Book Synopsis Ethics in the Virtual World by : Garry Young
Download or read book Ethics in the Virtual World written by Garry Young and published by Routledge. This book was released on 2014-09-11 with total page 190 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ethics in the Virtual World examines the gamer's enactment of taboo activities in the context of both traditional and contemporary philosophical approaches to morality. The book argues that it is more productive to consider what individuals are able to cope with psychologically than to determine whether a virtual act or representation is necessarily good or bad. The book raises pertinent questions about one of the most rapidly expanding leisure pursuits in western culture: should virtual enactments warrant moral interest? Should there be a limit to what can be enacted or represented within these games? Or, is it all just a game?
Book Synopsis Vision and Attention by : Michael Jenkin
Download or read book Vision and Attention written by Michael Jenkin and published by Springer Science & Business Media. This book was released on 2013-03-19 with total page 348 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is at once a review and a summary of the tremendous advances that have been made in recent years on the effect of attention on visual perception. This broad-ranging volume will appeal to vision scientists as well as to those involved in using visual processes in computer animations, display design or the sensory systems of machines. Physiologists and neuroscientists interested in any aspect of sensory or motor processes will also find it very useful.