Multimedia
Virtual Reality


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Second Lives: A Journey through Virtual Worlds
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Second Lives: A Journey through Virtual Worlds
by Tim Guest

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We’ve always dreamed of perfect places: Eden, heaven, Utopia. Imagine gambling without loss, love without heartbreak, sex without exposure, experience without risk. Welcome to the fascinating world of online virtual reality, the land of invented...
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Persuasive Technology : Using Computers To Change What We Think and Do (02 Edition)
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Persuasive Technology : Using Computers To Change What We Think and Do (02 Edition)
by B.j. Fogg

Publisher Comments
ers — anyone who wants to leverage or simply understand the persuasive power of interactive technology — will appreciate the compelling insights and illuminating examples found inside. Persuasive technology can be controversial — and it...
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Mirror Worlds: Or the Day Software Puts the Universe in a Shoebox...How It Will Happen and What It Will Mean
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Mirror Worlds: Or the Day Software Puts the Universe in a Shoebox...How It Will Happen and What It Will Mean
by David Hillel Gelernter

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Technology doesn't flow smoothly; it's the big surprises that matter, and Yale computer expert David Gelernter sees one such giant leap right on the horizon. Today's small scale software programs are about to be joined by vast public software works that...
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Cyberspaces of Everyday Life (Electronic Mediations)
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Cyberspaces of Everyday Life (Electronic Mediations)
by Mark Nunes

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Networks and computer-mediated communication now penetrate the spaces of everyday life at a fundamental level. We communicate, work, bank, date, check the weather, and fuel conspiracy theories online. In each instance, users interact with network...
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Encyclopedia of Networked & Virtual Organizations
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Encyclopedia of Networked & Virtual Organizations
by Goran D. (edt) Putnik

Synopsis
Pooling the existing works, approaches, solutions, and needs of the virtual enterprise research community to create a repository of the main developments regarding the virtual organization, this encyclopedia compiles definitions, characteristics...
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Lecture Notes in Computer Science
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Lecture Notes in Computer Science " #4871: Virtual Storytelling. Using Virtual Reality Technologies for Storytelling: 4th Internationa
by Marc (edt) Cavazza

Publisher Comments
This book constitutes the refereed proceedings of the 4th International Conference on Virtual Storytelling, ICVS 2007, held in Saint-Malo, France, in December 2007. The 12 revised full papers presented together with 3 invited papers and 7 poster and demo...
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Synthetic Worlds: The Business and Culture of Online Games
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Synthetic Worlds: The Business and Culture of Online Games
by Edward Castronova

Publisher Comments
From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours&#...
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Virtual Reality Technology with CDROM
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Virtual Reality Technology with CDROM
by Grigore Burdea

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Virtual reality (VR) uses simulations to emulate aspects of the real world. In VR, human senses such as touch are replicated electronically. Its applications are limitless with VR being used to train surgeons, simulate military battles, pilot airplanes...
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Inmates Are Running the Asylum 2ND Edition
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Inmates Are Running the Asylum 2ND Edition
by Alan Cooper

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Cooper calls for a Software Revolution in his bestselling book, now in trade paperback with a new Foreword and Afterword. "eWeek" lists Alan Cooper, the father of Visual Basic, as the #2 mover and shaker in a list of the 25 most influential people in...
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Handbook of Research on Virtual Workplaces and the New Nature of Business Practices
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Handbook of Research on Virtual Workplaces and the New Nature of Business Practices
by Pavel Zemliansky

Synopsis
At one time, the office was a physical place, and employees congregated in the same location to work together on projects. The advent of the Internet and the World Wide Web, however, not only made the unthinkable possible, it forever changed the way...
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Electronic Mediations #01: Digital Sensations: Space, Identity, and Embodiment in Virtual Reality
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Electronic Mediations #01: Digital Sensations: Space, Identity, and Embodiment in Virtual Reality
by Ken Hillis

Publisher Comments
Virtual reality is in the news and in the movies, on TV and in the air. Why is the technology -- or the idea -- so prevalent precisely now? What does it mean -- what does it do -- to us? Digital Sensations looks closely at the ways representational forms...
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Programming Challenges: The Programming Contest Training Manual (Texts in Computer Science)
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Programming Challenges: The Programming Contest Training Manual (Texts in Computer Science)
by Steven Skiena

Publisher Comments
The challenges of problems from international programming competitions are an effective way to improve your algorithmic and coding skills and understanding. This volume uses international programming competition-type problems to motivate the study of...
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Challenges in Virtual Collaboration: Videoconferencing Audioconferencing and Computer--Mediated Communications
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Challenges in Virtual Collaboration: Videoconferencing Audioconferencing and Computer--Mediated Communications
by Lynne Wainfan

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Virtual, or mediated, communication: effects of communication media and a strategy for improving their use....
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The Complete Idiot's Guide to Webkinz (Complete Idiot's Guides)
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The Complete Idiot's Guide to Webkinz (Complete Idiot's Guides)
by Marcia Layto Turner

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A guide for parents on the latest kid craze. Wildly popular, Webkinzare the must-have toy for every five- to twelve-year old. Presented in a highly intuitive, handbook-style organization, here is the first guide on this sought after stuffed animal. It...
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Beyond Barbie(r) and Mortal Kombat: New Perspectives on Gender and Gaming
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available September 2008
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Beyond Barbie(r) and Mortal Kombat: New Perspectives on Gender and Gaming
by Yasmin B. Kafai

Publisher Comments
Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender...
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Synthetic Worlds: The Business and Culture of Online Games
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Synthetic Worlds: The Business and Culture of Online Games
by Edward Castronova

Publisher Comments
From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours&#...
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Virtual Realism
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Virtual Realism
by Michael Heim

Publisher Comments
From the simple VR games found in upscale video arcades, to the ultimate "immersion"--the CAVE, a surround screen, surround sound system that projects 3 D computer graphics into a ten-foot high cube--virtual reality has introduced what is literally a new...
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Gesture and Sign Languages in Human-Computer Interaction: International Gesture Workshop, GW 2001, London, UK, April 18-20, 2001: Revised Papers
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Gesture and Sign Languages in Human-Computer Interaction: International Gesture Workshop, GW 2001, London, UK, April 18-20, 2001: Revised Papers
by Ipke (edt) Wachsmuth

Publisher Comments
This book constitutes the thoroughly refereed post-proceedings of the International Workshop on Gesture and Sign Languages in Human-Computer Interaction, GW 2001, held in London, UK, in April 2001.The 25 revised full papers and 8 short papers were...
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Institutionalization of Usability: A Step-By-Step Guide
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Institutionalization of Usability: A Step-By-Step Guide
by Eric Schaffer

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"Institutionalization of Usability" shows how to make user-centered design and development a routine practice within an enterprise. Based on Schaffer's extensive experience, the book provides a solid methodology, guiding readers step by step with...
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Understanding Virtual Reality: Interface, Application, and Design (Morgan Kaufmann Series in Computer Graphics and Geometric Mo)
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Understanding Virtual Reality: Interface, Application, and Design (Morgan Kaufmann Series in Computer Graphics and Geometric Mo)
by William Sherman

Publisher Comments
design and implementation, including hardware requirements, system integration, interaction techniques, and usability. This book also counters both exaggerated claims for VR and the view that would reduce it to entertainment, citing dozens of real-world...
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