Author: Frank Biocca
Publisher: Routledge
ISBN: 1135693579
Category : Language Arts & Disciplines
Languages : en
Pages : 402
Book Description
This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium. The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next section, leading research scientists discuss how knowledge of communication can be used to build more effective and exciting communication applications of virtual reality. Looking ahead, the authors explore pioneering approaches to VR narratives, interpersonal communication, the use of 3D sound, and the building of VR entertainment complexes. In the final section, the authors zoom out to view the big picture -- the psychological, social, and cultural implications of virtual reality. Thought-provoking discussions consider important communication issues such as: * How will virtual reality influence perception of reality? * What are the legal issues defining communication in virtual reality? * What kind of cultural trends will this technology encourage?
Communication in the Age of Virtual Reality
Communication in the Age of Virtual Reality
Author: Frank Biocca
Publisher: Taylor & Francis
ISBN: 1135693587
Category : Language Arts & Disciplines
Languages : en
Pages : 401
Book Description
This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium. The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next section, leading research scientists discuss how knowledge of communication can be used to build more effective and exciting communication applications of virtual reality. Looking ahead, the authors explore pioneering approaches to VR narratives, interpersonal communication, the use of 3D sound, and the building of VR entertainment complexes. In the final section, the authors zoom out to view the big picture -- the psychological, social, and cultural implications of virtual reality. Thought-provoking discussions consider important communication issues such as: * How will virtual reality influence perception of reality? * What are the legal issues defining communication in virtual reality? * What kind of cultural trends will this technology encourage?
Publisher: Taylor & Francis
ISBN: 1135693587
Category : Language Arts & Disciplines
Languages : en
Pages : 401
Book Description
This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium. The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next section, leading research scientists discuss how knowledge of communication can be used to build more effective and exciting communication applications of virtual reality. Looking ahead, the authors explore pioneering approaches to VR narratives, interpersonal communication, the use of 3D sound, and the building of VR entertainment complexes. In the final section, the authors zoom out to view the big picture -- the psychological, social, and cultural implications of virtual reality. Thought-provoking discussions consider important communication issues such as: * How will virtual reality influence perception of reality? * What are the legal issues defining communication in virtual reality? * What kind of cultural trends will this technology encourage?
Communication in the Age of Virtual Reality
Author: Frank Biocca
Publisher: Routledge
ISBN: 080581549X
Category : Human-computer interaction
Languages : en
Pages : 402
Book Description
This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium. The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next section, leading research scientists discuss how knowledge of communication can be used to build more effective and exciting communication applications of virtual reality. Looking ahead, the authors explore pioneering approaches to VR narratives, interpersonal communication, the use of 3D sound, and the building of VR entertainment complexes. In the final section, the authors zoom out to view the big picture -- the psychological, social, and cultural implications of virtual reality. Thought-provoking discussions consider important communication issues such as: * How will virtual reality influence perception of reality? * What are the legal issues defining communication in virtual reality? * What kind of cultural trends will this technology encourage?
Publisher: Routledge
ISBN: 080581549X
Category : Human-computer interaction
Languages : en
Pages : 402
Book Description
This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium. The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next section, leading research scientists discuss how knowledge of communication can be used to build more effective and exciting communication applications of virtual reality. Looking ahead, the authors explore pioneering approaches to VR narratives, interpersonal communication, the use of 3D sound, and the building of VR entertainment complexes. In the final section, the authors zoom out to view the big picture -- the psychological, social, and cultural implications of virtual reality. Thought-provoking discussions consider important communication issues such as: * How will virtual reality influence perception of reality? * What are the legal issues defining communication in virtual reality? * What kind of cultural trends will this technology encourage?
Journalism in the Age of Virtual Reality
Author: John V. Pavlik
Publisher: Columbia University Press
ISBN: 0231545517
Category : Language Arts & Disciplines
Languages : en
Pages : 263
Book Description
With the advent of the internet and handheld or wearable media systems that plunge the user into 360o video, augmented—or virtual reality—technology is changing how stories are told and created. In this book, John V. Pavlik argues that a new form of mediated communication has emerged: experiential news. Experiential media delivers not just news stories but also news experiences, in which the consumer engages news as a participant or virtual eyewitness in immersive, multisensory, and interactive narratives. Pavlik describes and analyzes new tools and approaches that allow journalists to tell stories that go beyond text and image. He delves into developing forms such as virtual reality, haptic technologies, interactive documentaries, and drone media, presenting the principles of how to design and frame a story using these techniques. Pavlik warns that although experiential news can heighten user engagement and increase understanding, it may also fuel the transformation of fake news into artificial realities, and he discusses the standards of ethics and accuracy needed to build public trust in journalism in the age of virtual reality. Journalism in the Age of Virtual Reality offers important lessons for practitioners seeking to produce quality experiential news and those interested in the ethical considerations that experiential media raise for journalism and the public.
Publisher: Columbia University Press
ISBN: 0231545517
Category : Language Arts & Disciplines
Languages : en
Pages : 263
Book Description
With the advent of the internet and handheld or wearable media systems that plunge the user into 360o video, augmented—or virtual reality—technology is changing how stories are told and created. In this book, John V. Pavlik argues that a new form of mediated communication has emerged: experiential news. Experiential media delivers not just news stories but also news experiences, in which the consumer engages news as a participant or virtual eyewitness in immersive, multisensory, and interactive narratives. Pavlik describes and analyzes new tools and approaches that allow journalists to tell stories that go beyond text and image. He delves into developing forms such as virtual reality, haptic technologies, interactive documentaries, and drone media, presenting the principles of how to design and frame a story using these techniques. Pavlik warns that although experiential news can heighten user engagement and increase understanding, it may also fuel the transformation of fake news into artificial realities, and he discusses the standards of ethics and accuracy needed to build public trust in journalism in the age of virtual reality. Journalism in the Age of Virtual Reality offers important lessons for practitioners seeking to produce quality experiential news and those interested in the ethical considerations that experiential media raise for journalism and the public.
Immersive Communication
Author: Qin Li
Publisher: Routledge
ISBN: 1000750884
Category : Social Science
Languages : en
Pages : 166
Book Description
Communication, like the atmosphere itself, is ubiquitous and essential for humans and with the development of new technologies, such as wireless internet, 3D printing and virtual reality, it has become almost impossible to live without it. In addition, means of communication have changed immeasurably. This book proposes a new research paradigm that incorporates new features and factors of communication and a new theoretical framework named “immersive communication”. Pointing out that communication today has moved beyond the bi-directional, mass communication of "the second media age" to ubiquitous, immersive communication in "the third media age", the author discusses the definition, characteristics, information structure, and models of immersive communication using various examples including Fitbit, Apple, 4G and other technologies, while envisioning future applications of the immersive communication model. Scholars and students of communication studies, especially those interested in the manifestations of the new media age, will all benefit from this book. It will also appeal to readers interested in new media and communication theories.
Publisher: Routledge
ISBN: 1000750884
Category : Social Science
Languages : en
Pages : 166
Book Description
Communication, like the atmosphere itself, is ubiquitous and essential for humans and with the development of new technologies, such as wireless internet, 3D printing and virtual reality, it has become almost impossible to live without it. In addition, means of communication have changed immeasurably. This book proposes a new research paradigm that incorporates new features and factors of communication and a new theoretical framework named “immersive communication”. Pointing out that communication today has moved beyond the bi-directional, mass communication of "the second media age" to ubiquitous, immersive communication in "the third media age", the author discusses the definition, characteristics, information structure, and models of immersive communication using various examples including Fitbit, Apple, 4G and other technologies, while envisioning future applications of the immersive communication model. Scholars and students of communication studies, especially those interested in the manifestations of the new media age, will all benefit from this book. It will also appeal to readers interested in new media and communication theories.
The Age of Virtual Reality
Author: Thomas Hohstadt
Publisher: Lulu.com
ISBN: 1257923595
Category : Art
Languages : en
Pages : 149
Book Description
Something big is happening. Virtual Reality is not only becoming the driving wheel of the new world economy, it is building a new cultural order. The "Age of Virtual Reality" is in its infancy, yet we already live in a virtual world. Through video games, iPods, iPhones, online social networking, and movies, we are migrating toward ""virtual space."" We must understand this moment in history. Through provoked discoveries, engaging artistic journeys, and creative dialogues with the "language" of virtual reality, this book explores both the pre-digital history of VR and its sobering-yet inspiring-future. Readers will learn to test, discern, and ground the ""evidence"" of their experience. In "The Age of Virtual Reality," they will discover where we're going by confronting where VR is going. More important, they will engage the skills necessary to participate constructively and creatively in an increasingly ""virtual"" world-a world that demands their participation. They will be stunned beyond disbelief.
Publisher: Lulu.com
ISBN: 1257923595
Category : Art
Languages : en
Pages : 149
Book Description
Something big is happening. Virtual Reality is not only becoming the driving wheel of the new world economy, it is building a new cultural order. The "Age of Virtual Reality" is in its infancy, yet we already live in a virtual world. Through video games, iPods, iPhones, online social networking, and movies, we are migrating toward ""virtual space."" We must understand this moment in history. Through provoked discoveries, engaging artistic journeys, and creative dialogues with the "language" of virtual reality, this book explores both the pre-digital history of VR and its sobering-yet inspiring-future. Readers will learn to test, discern, and ground the ""evidence"" of their experience. In "The Age of Virtual Reality," they will discover where we're going by confronting where VR is going. More important, they will engage the skills necessary to participate constructively and creatively in an increasingly ""virtual"" world-a world that demands their participation. They will be stunned beyond disbelief.
Communications Through Virtual Technologies
Author: Giuseppe Riva
Publisher:
ISBN:
Category : Electronic villages (Computer networks)
Languages : en
Pages : 302
Book Description
Publisher:
ISBN:
Category : Electronic villages (Computer networks)
Languages : en
Pages : 302
Book Description
Becoming Virtual
Author: Pierre Levy
Publisher: Da Capo Press, Incorporated
ISBN:
Category : Computers
Languages : en
Pages : 216
Book Description
Examining the cultural and social impact of new digital technologies, Levy tackles the concept of "the virtual," clearly defining it alongside "the real," "the actual," and "the possible." He shows how the body, the text, and the economy, are made virtual. He then reveals how the Internet and web sites are now transforming the virtual into a "collective intelligence" linked to digital communication. Though Levy agrees with many contemporary philosophers of science that these changes are producing a cultural revolution, he is uniquely optimistic. Allaying the fears of those who think technology will dehumanize society, he demonstrates how the virtual has always been an enduring component of the human mind.
Publisher: Da Capo Press, Incorporated
ISBN:
Category : Computers
Languages : en
Pages : 216
Book Description
Examining the cultural and social impact of new digital technologies, Levy tackles the concept of "the virtual," clearly defining it alongside "the real," "the actual," and "the possible." He shows how the body, the text, and the economy, are made virtual. He then reveals how the Internet and web sites are now transforming the virtual into a "collective intelligence" linked to digital communication. Though Levy agrees with many contemporary philosophers of science that these changes are producing a cultural revolution, he is uniquely optimistic. Allaying the fears of those who think technology will dehumanize society, he demonstrates how the virtual has always been an enduring component of the human mind.
Handbook of Research on Assertiveness, Clarity, and Positivity in Health Literacy
Author: Vaz de Almeida, Cristina
Publisher: IGI Global
ISBN: 1799888258
Category : Medical
Languages : en
Pages : 423
Book Description
Health literacy in practice requires the development of techniques that ensure that the patient can better access information, understand its content, know how to use this information, and make better health decisions. If the patient makes better health decisions, there are immediate reflexes in health outcomes. The aim is to develop an approach based on the commitment and creation of an atmosphere of trust that reduces uncertainty, anxiety, and embarrassment based on a process of assertive, clear, and positive communication (ACP model). The Handbook of Research on Assertiveness, Clarity, and Positivity in Health Literacy brings the consolidation of knowledge, strategies, and techniques to improve health literacy. This book discusses the importance of making sound health decisions: decisions that can save lives, prevent premature deaths, avoid hospitalizations and abusive resources to medical emergencies, and improve overall health outcomes for the individual, family, community, and society. Covering topics such as dietary guidance, health behavior change models, and medication reconciliation, this resource has theoretical and practical aspects essential to health information libraries, hospitals, clinics, health centers, health schools, patient associations, health professionals, medical students, researchers, professors, and academicians.
Publisher: IGI Global
ISBN: 1799888258
Category : Medical
Languages : en
Pages : 423
Book Description
Health literacy in practice requires the development of techniques that ensure that the patient can better access information, understand its content, know how to use this information, and make better health decisions. If the patient makes better health decisions, there are immediate reflexes in health outcomes. The aim is to develop an approach based on the commitment and creation of an atmosphere of trust that reduces uncertainty, anxiety, and embarrassment based on a process of assertive, clear, and positive communication (ACP model). The Handbook of Research on Assertiveness, Clarity, and Positivity in Health Literacy brings the consolidation of knowledge, strategies, and techniques to improve health literacy. This book discusses the importance of making sound health decisions: decisions that can save lives, prevent premature deaths, avoid hospitalizations and abusive resources to medical emergencies, and improve overall health outcomes for the individual, family, community, and society. Covering topics such as dietary guidance, health behavior change models, and medication reconciliation, this resource has theoretical and practical aspects essential to health information libraries, hospitals, clinics, health centers, health schools, patient associations, health professionals, medical students, researchers, professors, and academicians.
Encyclopedia of Computer Graphics and Games
Author: Newton Lee
Publisher: Springer Nature
ISBN: 3031231619
Category : Computers
Languages : en
Pages : 2150
Book Description
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
Publisher: Springer Nature
ISBN: 3031231619
Category : Computers
Languages : en
Pages : 2150
Book Description
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