Author: Rosemary Patyus
Publisher: Xlibris Corporation
ISBN: 1453551883
Category : Juvenile Fiction
Languages : en
Pages : 178
Book Description
Trapped in his own computer game, Charlie Daniels had only a few hours left to live. Only his daughter and nephew could rescue him but they didnt know where he was. Tim hated computers. The last place he wanted to spend his holidays was with his young cousin Sarah at his computer crazy uncles house. Little did he know that within twenty-four hours they would face deadly dangers, solve intriguing puzzles and riddles, make fools of themselves at a circus and have unbelievable adventures in strange and exotic locations. Romper was just a dog and the key to the whole adventure.
The Virtual Castle
Virtual Reality
Author: Randall Shumaker
Publisher: Springer
ISBN: 3540733353
Category : Computers
Languages : en
Pages : 775
Book Description
This book constitutes the refereed proceedings of the Second International Conference on Virtual Reality, ICVR 2007, held in Beijing, China. It covers 3D rendering and visualization, interacting and navigating in virtual and augmented environments, industrial applications of virtual reality, as well as health, cultural, educational and entertainment applications.
Publisher: Springer
ISBN: 3540733353
Category : Computers
Languages : en
Pages : 775
Book Description
This book constitutes the refereed proceedings of the Second International Conference on Virtual Reality, ICVR 2007, held in Beijing, China. It covers 3D rendering and visualization, interacting and navigating in virtual and augmented environments, industrial applications of virtual reality, as well as health, cultural, educational and entertainment applications.
Sheffield Castle
Author: John Moreland
Publisher: White Rose University Press
ISBN: 1912482290
Category : Social Science
Languages : en
Pages : 405
Book Description
Sheffield Castle presents an original perspective on an urban castle, resurrecting from museum archives a building that once made Sheffield a nexus of power in medieval England, its lords playing important roles in local, national, and international affairs. Although largely demolished at the end of the English Civil War, the castle has left an enduring physical and civic legacy, and continues to exert a powerful sway over the present townscape, and future development, of Sheffield. In this volume, we rediscover the medieval castle, explore its afterlife, and discuss its legacy for the regeneration of Sheffield into the twenty-first century. The authors bring to publication for the first time all the major excavations on the site, present the first modern study of artefacts excavated in the mid-twentieth century, and situate both in the context of the published and unpublished documentary record. They also tell the stories of those responsible for re-discovering the castle, the circumstances in which they were working, their archaeological methods, and the scholarly and political influences that shaped their narratives. In setting the study within the context of urban regeneration, Sheffield Castle differs from most publications of medieval castles. This regeneration narrative is both historical, addressing the ways in which successive building campaigns have encountered the castle remains, and current, as the future of the site is under active discussion following the demolition of the market hall built on the site in the 1960s. The book explores how the former existence of the castle, and the landscape in which it sat, including its deer park, have shaped the development of the ‘Steel City’. We see that the untapped heritage of the site has considerable value for the regeneration of what may now be one of the most deprived areas of Sheffield, but was once at its social, political and cultural heart.
Publisher: White Rose University Press
ISBN: 1912482290
Category : Social Science
Languages : en
Pages : 405
Book Description
Sheffield Castle presents an original perspective on an urban castle, resurrecting from museum archives a building that once made Sheffield a nexus of power in medieval England, its lords playing important roles in local, national, and international affairs. Although largely demolished at the end of the English Civil War, the castle has left an enduring physical and civic legacy, and continues to exert a powerful sway over the present townscape, and future development, of Sheffield. In this volume, we rediscover the medieval castle, explore its afterlife, and discuss its legacy for the regeneration of Sheffield into the twenty-first century. The authors bring to publication for the first time all the major excavations on the site, present the first modern study of artefacts excavated in the mid-twentieth century, and situate both in the context of the published and unpublished documentary record. They also tell the stories of those responsible for re-discovering the castle, the circumstances in which they were working, their archaeological methods, and the scholarly and political influences that shaped their narratives. In setting the study within the context of urban regeneration, Sheffield Castle differs from most publications of medieval castles. This regeneration narrative is both historical, addressing the ways in which successive building campaigns have encountered the castle remains, and current, as the future of the site is under active discussion following the demolition of the market hall built on the site in the 1960s. The book explores how the former existence of the castle, and the landscape in which it sat, including its deer park, have shaped the development of the ‘Steel City’. We see that the untapped heritage of the site has considerable value for the regeneration of what may now be one of the most deprived areas of Sheffield, but was once at its social, political and cultural heart.
Virtual Heritage
Author: Erik Malcolm Champion
Publisher: Ubiquity Press
ISBN: 1914481011
Category : Social Science
Languages : en
Pages : 153
Book Description
Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.
Publisher: Ubiquity Press
ISBN: 1914481011
Category : Social Science
Languages : en
Pages : 153
Book Description
Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.
Teralia Online
Author: Francis Garneau
Publisher: Lulu.com
ISBN: 1300849797
Category : Fiction
Languages : en
Pages : 259
Book Description
The year is 2027. Even if it is an ordinary year among the thousands that mankind has lived through, it becomes an important year for a seventeen year old teenager who has gone through dark, tumultuous times in his life. Fortunately, there's Teralia Online to help him - a game developped by extremely recent technologies which allow a person to enter a world of fantasy, a parallel universe, a virtual reality. Immerse yourself in a world filled with beauty, magnificence, treachery, corruption and battle - in short, a world similar to ours, but embellished with fantasy.
Publisher: Lulu.com
ISBN: 1300849797
Category : Fiction
Languages : en
Pages : 259
Book Description
The year is 2027. Even if it is an ordinary year among the thousands that mankind has lived through, it becomes an important year for a seventeen year old teenager who has gone through dark, tumultuous times in his life. Fortunately, there's Teralia Online to help him - a game developped by extremely recent technologies which allow a person to enter a world of fantasy, a parallel universe, a virtual reality. Immerse yourself in a world filled with beauty, magnificence, treachery, corruption and battle - in short, a world similar to ours, but embellished with fantasy.
Minecraft: Exploded Builds: Medieval Fortress
Author: Mojang Ab
Publisher: Del Rey
ISBN: 1524797391
Category : Games & Activities
Languages : en
Pages : 80
Book Description
Have you ever wanted to create your own legendary medieval kingdom to rule over? Well, now you can, with Minecraft Exploded Builds: Medieval Fortress. Learn how to design, build, and customize every part of your castle and the surrounding area, from sturdy walls and deadly traps to dank, dark dungeons and sprawling villages. Each build has an exploded view to show you exactly which blocks to use, plus extra ideas to make every part of your kingdom unique. Packed with interesting facts about medieval life, full-color illustrations, and a foldout depicting the epic scale of the kingdom, this official Mojang book has dozens of building ideas to ignite the imaginations of Minecrafters of all ages. This ebook is best viewed on a color device with a larger screen. Collect all of the official Minecraft books: Minecraft: The Island Minecraft: The Crash Minecraft: The Lost Journals Minecraft: The Survivors’ Book of Secrets Minecraft: Exploded Builds: Medieval Fortress Minecraft: Guide to Exploration Minecraft: Guide to Creative Minecraft: Guide to the Nether & the End Minecraft: Guide to Redstone Minecraft: Mobestiary Minecraft: Guide to Enchantments & Potions Minecraft: Guide to PVP Minigames Minecraft: Guide to Farming Minecraft: Let’s Build! Theme Park Adventure Minecraft for Beginners
Publisher: Del Rey
ISBN: 1524797391
Category : Games & Activities
Languages : en
Pages : 80
Book Description
Have you ever wanted to create your own legendary medieval kingdom to rule over? Well, now you can, with Minecraft Exploded Builds: Medieval Fortress. Learn how to design, build, and customize every part of your castle and the surrounding area, from sturdy walls and deadly traps to dank, dark dungeons and sprawling villages. Each build has an exploded view to show you exactly which blocks to use, plus extra ideas to make every part of your kingdom unique. Packed with interesting facts about medieval life, full-color illustrations, and a foldout depicting the epic scale of the kingdom, this official Mojang book has dozens of building ideas to ignite the imaginations of Minecrafters of all ages. This ebook is best viewed on a color device with a larger screen. Collect all of the official Minecraft books: Minecraft: The Island Minecraft: The Crash Minecraft: The Lost Journals Minecraft: The Survivors’ Book of Secrets Minecraft: Exploded Builds: Medieval Fortress Minecraft: Guide to Exploration Minecraft: Guide to Creative Minecraft: Guide to the Nether & the End Minecraft: Guide to Redstone Minecraft: Mobestiary Minecraft: Guide to Enchantments & Potions Minecraft: Guide to PVP Minigames Minecraft: Guide to Farming Minecraft: Let’s Build! Theme Park Adventure Minecraft for Beginners
Flash Multiplayer Virtual Worlds
Author: Makzan
Publisher: Packt Publishing Ltd
ISBN: 1849690375
Category : Computers
Languages : en
Pages : 599
Book Description
Build immersive, full-featured interactive worlds for games, online communities, and more.
Publisher: Packt Publishing Ltd
ISBN: 1849690375
Category : Computers
Languages : en
Pages : 599
Book Description
Build immersive, full-featured interactive worlds for games, online communities, and more.
Disney Stories
Author: Newton Lee
Publisher: Springer Science & Business Media
ISBN: 1461421012
Category : Computers
Languages : en
Pages : 197
Book Description
Disney Stories: Getting to Digital explores how Disney, the man and the company, used technological innovation to create characters and stories that engage audiences in many different media, in particular in Video Games and on the Internet. Drawing on Disney films from the twenties and thirties, as well as the writings of historians, screenwriters and producers, Disney Stories: Getting to Digital explains how new film and animation techniques, many developed by Disney, worked together to evolve character and content development and produce entertaining stories that riveted audiences. Through an insider’s perspective of Disney’s legendary creation process, the book closely examines how the Disney Company moved its stories into the digital world in the 1990s and the virtual, online communities of the 2000s. By embracing the digital era, Disney led storytelling and technological innovation by granting their audience the unique opportunity to take part in their creation process through their online games, including The Lion King Animated Story Book, Disney Blast and Toontown. Disney Stories: Getting to Digital is intended for Disney fans and current practitioners looking to study the creation process of one of the most famous animation studios in existence. Professors teaching courses in new media, animation and interactive storytelling will also find this book a valuable asset.
Publisher: Springer Science & Business Media
ISBN: 1461421012
Category : Computers
Languages : en
Pages : 197
Book Description
Disney Stories: Getting to Digital explores how Disney, the man and the company, used technological innovation to create characters and stories that engage audiences in many different media, in particular in Video Games and on the Internet. Drawing on Disney films from the twenties and thirties, as well as the writings of historians, screenwriters and producers, Disney Stories: Getting to Digital explains how new film and animation techniques, many developed by Disney, worked together to evolve character and content development and produce entertaining stories that riveted audiences. Through an insider’s perspective of Disney’s legendary creation process, the book closely examines how the Disney Company moved its stories into the digital world in the 1990s and the virtual, online communities of the 2000s. By embracing the digital era, Disney led storytelling and technological innovation by granting their audience the unique opportunity to take part in their creation process through their online games, including The Lion King Animated Story Book, Disney Blast and Toontown. Disney Stories: Getting to Digital is intended for Disney fans and current practitioners looking to study the creation process of one of the most famous animation studios in existence. Professors teaching courses in new media, animation and interactive storytelling will also find this book a valuable asset.
Research Handbook on the Law of Virtual and Augmented Reality
Author: Woodrow Barfield
Publisher: Edward Elgar Publishing
ISBN: 1786438593
Category : Computers
Languages : en
Pages : 709
Book Description
Virtual and augmented reality raise significant questions for law and policy. When should virtual world activities or augmented reality images count as protected First Amendment ‘speech’, and when are they instead a nuisance or trespass? When does copying them infringe intellectual property laws? When should a person (or computer) face legal consequences for allegedly harmful virtual acts? The Research Handbook on the Law of Virtual and Augmented Reality addresses these questions and others, drawing upon free speech doctrine, criminal law, issues of data protection and privacy, legal rights for increasingly intelligent avatars, and issues of jurisdiction within virtual and augmented reality worlds.
Publisher: Edward Elgar Publishing
ISBN: 1786438593
Category : Computers
Languages : en
Pages : 709
Book Description
Virtual and augmented reality raise significant questions for law and policy. When should virtual world activities or augmented reality images count as protected First Amendment ‘speech’, and when are they instead a nuisance or trespass? When does copying them infringe intellectual property laws? When should a person (or computer) face legal consequences for allegedly harmful virtual acts? The Research Handbook on the Law of Virtual and Augmented Reality addresses these questions and others, drawing upon free speech doctrine, criminal law, issues of data protection and privacy, legal rights for increasingly intelligent avatars, and issues of jurisdiction within virtual and augmented reality worlds.
VR Technologies in Cultural Heritage
Author: Mihai Duguleană
Publisher: Springer
ISBN: 3030058190
Category : Computers
Languages : en
Pages : 248
Book Description
This open access book constitutes the refereed proceedings of the First International Conference on VR Technologies in Cultural Heritage, VRTCH 2018, held in Brasov, Romania in May 2018. The 13 revised full papers along with the 5 short papers presented were carefully reviewed and selected from 21 submissions. The papers of this volume are organized in topical sections on data acquisition and modelling, visualization methods / audio, sensors and actuators, data management, restoration and digitization, cultural tourism.
Publisher: Springer
ISBN: 3030058190
Category : Computers
Languages : en
Pages : 248
Book Description
This open access book constitutes the refereed proceedings of the First International Conference on VR Technologies in Cultural Heritage, VRTCH 2018, held in Brasov, Romania in May 2018. The 13 revised full papers along with the 5 short papers presented were carefully reviewed and selected from 21 submissions. The papers of this volume are organized in topical sections on data acquisition and modelling, visualization methods / audio, sensors and actuators, data management, restoration and digitization, cultural tourism.