Being Really Virtual
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Author | : Frank Steinicke |
Publisher | : Springer |
Total Pages | : 175 |
Release | : 2016-10-22 |
Genre | : Computers |
ISBN | : 3319430785 |
This book focuses on the recent developments of virtual reality (VR) and immersive technologies, what effect they are having on our modern, digitised society and explores how current developments and advancements in this field are leading to a virtual revolution. Using Ivan Sutherland's ‘The Ultimate Display’ and Moore’s law as a springboard, the author discusses both popular scientific and technological accounts of the past, present and possible futures of VR, looking at current research trends, developments, challenges and ethical considerations to the coming age of differing realities. Being Really Virtual is for researchers, designers and developers of VR and immersive technologies and anyone with an interest in the exponential rise of such technologies and how they are changing the very way we perceive, interact and communicate within our digital society.
Author | : David J. Chalmers |
Publisher | : W. W. Norton & Company |
Total Pages | : 544 |
Release | : 2022-01-25 |
Genre | : Philosophy |
ISBN | : 0393635813 |
A leading philosopher takes a mind-bending journey through virtual worlds, illuminating the nature of reality and our place within it. Virtual reality is genuine reality; that’s the central thesis of Reality+. In a highly original work of “technophilosophy,” David J. Chalmers gives a compelling analysis of our technological future. He argues that virtual worlds are not second-class worlds, and that we can live a meaningful life in virtual reality. We may even be in a virtual world already. Along the way, Chalmers conducts a grand tour of big ideas in philosophy and science. He uses virtual reality technology to offer a new perspective on long-established philosophical questions. How do we know that there’s an external world? Is there a god? What is the nature of reality? What’s the relation between mind and body? How can we lead a good life? All of these questions are illuminated or transformed by Chalmers’ mind-bending analysis. Studded with illustrations that bring philosophical issues to life, Reality+ is a major statement that will shape discussion of philosophy, science, and technology for years to come.
Author | : Pierre Levy |
Publisher | : Da Capo Press, Incorporated |
Total Pages | : 216 |
Release | : 1998-03-21 |
Genre | : Computers |
ISBN | : |
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.
Author | : Jeremy Bailenson |
Publisher | : W. W. Norton & Company |
Total Pages | : 217 |
Release | : 2018-01-30 |
Genre | : Computers |
ISBN | : 0393253708 |
“If you want to understand the most immersive new communications medium to come along since cinema… I’d suggest starting with Mr. Bailenson’s [book].” —Wall Street Journal Virtual reality is able to effectively blur the line between reality and illusion, granting us access to any experience imaginable. These experiences, ones that the brain is convinced are real, will soon be available everywhere. In Experience on Demand, Jeremy Bailenson draws upon two decades spent researching the psychological effects of VR to help readers understand its upsides and possible downsides. He offers expert guidelines for interacting with VR, and describes the profound ways this technology can be put to use to hone our performance, help us recover from trauma, improve our learning, and even enhance our empathic and imaginative capacities so that we treat others and ourselves better.
Author | : Erica Southgate |
Publisher | : Routledge |
Total Pages | : 136 |
Release | : 2020-05-18 |
Genre | : Virtual reality in education |
ISBN | : 9780367262020 |
Virtual Reality in Curriculum and Pedagogy explores the instructional, ethical, practical, and technical issues related to the integration of immersive virtual reality (VR) in school classrooms. The book's original pedagogical framework is informed by qualitative and quantitative data collected from the first-ever study to embed immersive VR in secondary school science, ICT, and drama classrooms. Students and scholars of technology-enhancing learning, curriculum design, and teacher education alike will find key pedagogical insights into leveraging the unique properties of VR for authentic, metacognitive, and creative learning.
Author | : Jaron Lanier |
Publisher | : Henry Holt |
Total Pages | : 369 |
Release | : 2017-11-21 |
Genre | : Biography & Autobiography |
ISBN | : 1627794093 |
The Microsoft interdisciplinary scientist largely credited with popularizing virtual reality reflects on his lifelong relationship with technology, showing VR's ability to illuminate and amplify our understanding of our species and how the brain and body connect to the world. By the author of You Are Not a Gadget. --Publisher.
Author | : William Sims Bainbridge |
Publisher | : Springer Science & Business Media |
Total Pages | : 204 |
Release | : 2011-09-06 |
Genre | : Computers |
ISBN | : 0857299042 |
The newest communication technologies are profoundly changing the world's politics, economies, and cultures, but the specific implications of online game worlds remain mysterious. The Virtual Future employs theories and methods from social science to explore nine very different virtual futures: The Matrix Online, Tabula Rasa, Anarchy Online, Entropia Universe, Star Trek Online, EVE Online, Star Wars Galaxies, World of Warcraft: Burning Crusade, and The Chronicles of Riddick. Each presents a different picture of how technology and society could evolve in coming centuries, but one theme runs through all of them, the attempt to escape the Earth and seek new destinies among the stars. Four decades after the last trip to the moon, a new conception of spaceflight is emerging. Rather than rockets shooting humans across vast physical distances to sterile rocks that lack the resources to sustain life, perhaps robot space probes and orbiting telescopes will glean information about the universe, that humans can then experience inside computer-generated environments much closer to home. All nine of these fantastically rich multiplayer masterpieces have shown myriads of people that really radical alternatives to contemporary society could exist, and has served as a laboratory for examining the consequences. Each is a prototype of new social forms, a utopian subculture, and a simulation of technologies that have yet to be invented. They draw upon several different traditions of science fiction and academic philosophy, and they were created in several nations. By comparing these nine role-playing fantasies, we can better consider what kind of world we want to inhabit in the real future.
Author | : Richard A. Bartle |
Publisher | : New Riders |
Total Pages | : 768 |
Release | : 2004 |
Genre | : Computers |
ISBN | : 9780131018167 |
This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.
Author | : Douglas Estes |
Publisher | : Zondervan |
Total Pages | : 257 |
Release | : 2009-09-22 |
Genre | : Religion |
ISBN | : 0310314135 |
The meeting place for the church of tomorrow will be a computer screen. Don’t laugh, and don’t feel alarmed. The real-world church isn’t going anywhere until Jesus returns. But the virtual church is already here, and it’s poised for explosive growth. SimChurch invites you to explore the vision, the concerns, the challenges, and the remarkable possibilities of building Christ’s kingdom online. What is the virtual church, and what different forms might it take? Will it be an extension of a real-world church, or a separate entity? How will it encourage families to worship together? Is it even possible or healthy to “be” the church in the virtual world? If you’re passionate about the church and evangelism, and if you feel both excitement and concern over the new virtual world the internet is creating, then these are just some of the vital issues you and other postmillennial followers of Jesus must grapple with. Rich in both biblical and current insight, combining exploration and critique, SimChurch opens a long-overdue discussion you can’t afford to miss.
Author | : Andrew Blackman |
Publisher | : Legend Press |
Total Pages | : 160 |
Release | : 2013-03-01 |
Genre | : Fiction |
ISBN | : 1909039470 |
'A compelling and very entertaining look at the complexities of our hyperreal age, an insightful and witty exploration of the disconnect between image and reality, truth and appearance and whether love and sincere sentiment can overcome the short term thrills of social media.'James MillerFor Jeff Brennan, juggling multiple identities is a way of life.Online he has dozens of different personalities and switches easily between them. Offline, he shows different faces to different people: the caring grandson, the angry eco-protester, the bored IT consultant.So when the beautiful Marie mistakes him for a famous blogger, he thinks nothing of adding this new identity to his repertoire.But as they fall in love and start building a life together, Jeff is gradually forced into more and more desperate measures to maintain his new identity, and the boundaries between his carefully segregated personas begin to fray.In a world where truth is a matter of perspective and identities are interchangeable, Jeff finds himself trapped in his own web of lies. How far will he go to maintain his secrets? And even if he wanted to turn back, would he be able to?