Virtuality And Virtualization
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Author | : Kevin Crowston |
Publisher | : Springer |
Total Pages | : 392 |
Release | : 2007-10-05 |
Genre | : Computers |
ISBN | : 0387730257 |
This book begins with consideration of possible frameworks for understanding virtuality and virtualization. It includes papers that consider ways of analyzing virtual work in terms of work processes. It examines group processes within virtual teams, focusing in particular on leadership and group identity, as well as the role of knowledge in virtual settings and other implications of the role of fiction in structuring virtuality.
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 | : Mark Grimshaw |
Publisher | : Oxford Handbooks |
Total Pages | : 794 |
Release | : 2014-02 |
Genre | : Computers |
ISBN | : 0199826161 |
The book is a compendium of thinking on virtuality and its relationship to reality from the perspective of a variety of philosophical and applied fields of study. Topics covered include presence, immersion, emotion, ethics, utopias and dystopias, image, sound, literature, AI, law, economics, medical and military applications, religion, and sex.
Author | : Erving Goffman |
Publisher | : |
Total Pages | : 586 |
Release | : 1975 |
Genre | : Expérience |
ISBN | : 9780140551099 |
Author | : N. Panteli |
Publisher | : Springer |
Total Pages | : 311 |
Release | : 2008-05-09 |
Genre | : Business & Economics |
ISBN | : 0230593976 |
In recent years, there has been much interest in the 'virtual' –teams, organizations and communities –in management research and practice. As technology and social practices change we have more opportunity to experience different forms of virtuality, and in the process our understanding and conception of virtuality changes.
Author | : Sam N. Lehman-Wilzig |
Publisher | : Springer Nature |
Total Pages | : 347 |
Release | : 2022-01-01 |
Genre | : Social Science |
ISBN | : 9811665265 |
This is a pioneering study of virtuality through human history: ancient-to-modern evolution and recent expansion; expression in many fields (chapters on Religion; Philosophy, Math, Physics; Literature and the Arts; Economics; Nationhood, Government and War; Communication); psychological and social reasons for its universality; inter-relationship with "reality." The book's thesis: virtuality was always an integral part of humanity in many areas of life, generally expanding over the ages. The reasons: 1- brain psychology; 2- virtuality's six functions — escape from boredom to relieving existential dread. Other questions addressed: How will future neuroscience, biotech and "compunications" affect virtuality? Can/should there be limits to human virtualizing?
Author | : Jacques J. Berleur |
Publisher | : Springer Science & Business Media |
Total Pages | : 402 |
Release | : 2010-08-23 |
Genre | : Computers |
ISBN | : 3642154786 |
The present book contains the proceedings of two conferences held at the World Computer Congress 2010 in Brisbane, Australia (September 20–23) organised by the International Federation for Information Processing (IFIP). In the first part, the reader can find the proceedings of the 9th Human Choice and Computers International C- ference (HCC9) organised by the IFIP Technical Committee TC9 on the Relationship Between ICT and Society. The HCC9 part is subdivided into four tracks: Ethics and ICT Governance, Virtual Technologies and Social Shaping, Surveillance and Privacy, and ICT and Sustainable Development. The second part consists of papers given at the Critical Information Infrastructure Protection Conference (CIP) organized by the IFIP Technical Committee TC11 on Security and Privacy Protection in Information Processing Systems. The two parts of the book are introduced by the respective Conference Chairs. Chapter 1 introduces HCC9, providing a short summary of the HCC conference series, which started in 1974, and explaining the overview of HCC9, detailing the rationale behind each of the tracks in this conference. The details related to the papers of each track are discussed by the Track Chairs in the respective introductions to the specific tracks of HCC9 (Chaps. 2, 10, 16 and 22). Finally, Chap. 22 introduces the CIP part.
Author | : Guazzaroni, Giuliana |
Publisher | : IGI Global |
Total Pages | : 385 |
Release | : 2019-11-22 |
Genre | : Computers |
ISBN | : 1799817989 |
Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.
Author | : Tang, Yuk Ming |
Publisher | : IGI Global |
Total Pages | : 308 |
Release | : 2021-12-17 |
Genre | : Computers |
ISBN | : 179988791X |
Virtual reality (VR) provides immersive stereoscopic visualization of virtual environments, and the visualization effect and computer graphics are critical to enhancing the engagement of participants and achieving optimal education and training effectiveness. Constructing realistic 3D models and scenarios for a specific application of VR simulation is no easy task. There are many different tools for 3D modeling. However, many of the modeling tools are used for manufacturing and product design applications and have advanced features and functions which may not be applicable to different levels of users and various specializations. Cases on Virtual Reality Modeling in Healthcare introduces the use of Blender for VR 3D modeling, demonstrates healthcare applications, and examines potential uses in modeling, dressing, and animation in healthcare. Covering a range of topics such as cross reality, rehabilitation games, and augmented reality, this book is ideal for engineers, industry professionals, practitioners, researchers, academicians, instructors, and students.