Skip to Main Content
It looks like you're using Internet Explorer 11 or older. This website works best with modern browsers such as the latest versions of Chrome, Firefox, Safari, and Edge. If you continue with this browser, you may see unexpected results.
Featured eBooks
Go to A-Z Databases: eBooks to search for more eBooks.
Want more on finding books or eBooks? Try our How to Use Books & eBooks guides.
Augmented Reality : Where We Will All Live
This book provides an in-depth exploration of the field of augmented reality (AR) in its entirety and sets out to distinguish AR from other inter-related technologies like virtual reality (VR) and mixed reality (MR). The author presents AR from its initial philosophies and early developments, to its current technologies and its impact on our modern society, to its possible future developments; providing readers with the tools to understand issues relating to defining, building, and using our perception of what is represented in our perceived reality, and ultimately how we assimilate and react to this information. Augmented Reality: Where We Will All Live can be used as a comprehensive guide to the field of AR and provides valuable insights for technologists, marketers, business managers, educators and academics who are interested in the field of augmented reality; its concepts, history, practices and the science behind this rapidly advancing field of research and development.
Augmented Reality in Educational Settings
New digital technologies offer many exciting opportunities to educators who are looking to develop better teaching practices. When technologies are new, however, the potential for beneficial and effective implementations and applications is not yet fully recognized. This book is intended to provide teachers and researchers with a wide range of ideas from researchers working to integrate the new technology of Augmented Reality into educational settings and processes. It is hoped that the research and theory presented here can support both teachers and researchers in future work with this exciting new technology. Contributors are: Miriam Adamkov , Gilles Aldon, Panayiota Anastasi, Ferdinando Arzarello, Martina Babinsk , Robert Bohdal, Francisco Botana, Constadina Charalambous, Eva Csandova, Omer Deperlioglu, Monika Dillingerov , Christos Dimopoulos, Jiri Dostal, Jihad El-Sana, Michael N. Fried, Maria Fuchsov , Marianthi Grizioti, Tomas Hlava, Markus Hohenwarter, Kateřina Jančař kov , Konstantinos Katzis, Lilla Korenova, Utku K se, Zolt n Kov cs, Blanka Koz k Lehotayov , Maria Kozuchov , Chronis Kynigos, Ilona-Elefteryja Lasica, Zsolt Lavicza, lvaro Mart nez, Efstathios Mavrotheris, Katerina Mavrou, Maria Meletiou-Mavrotheris, Georgios Papaioannou, Miroslava Pirh čov Lapsansk , Stavros Pitsikalis, Corinne Raffin, Tom s Recio, Cristina Sabena, Florian Schacht, Eva Severini, Martina Siposova, Zacharoula Smyrnaiou, Nayia Stylianidou, Osama Swidan, Christos Tiniakos, Melanie Tomaschko, Renata Tothova, Christina Vasou, and Ibolya Veress-B gyi.
Digital Matters : The Theory and Culture of the Matrix
Analyzing the complex interaction between the material and immaterial aspects of new digital technologies, this book draws upon a mix of theoretical approaches (including sociology, media theory, cultural studies and technological philosophy), to suggest that the 'Matrix' of science fiction and Hollywood is simply an extreme example of how contemporary technological society enframes and conditions its citizens. Arranged in two parts, the book covers: theorizing the Im/Material Matrix living in the Digital Matrix. Providing a novel perspective on on-going digital developments by using both the work of current thinkers and that of past theorists not normally associated with digital issues, it gives a fresh insight into the roots and causes of the social matrix behind the digital one of popular imagination. The authors highlight the way we should be concerned by the power of the digital to undermine physical reality, but also explore the potential the digital has for alternative, empowering social uses. The book's central point is to impress upon the reader that the digital does indeed matter. It includes a pessimistic interpretation of technological change, and adds a substantial historical perspective to the often excessively topical focus of much existing cyberstudies literature making it an important volume for students and researchers in this field.
The Matrix in Theory
The Matrix trilogy continues to split opinions widely, polarising the downright dismissive and the wildly enthusiastic. Nevertheless, it has been fully embraced as a rich source of theoretical and cultural references. The contributions in this volume probe the effects the Matrix trilogy continues to provoke and evaluate how or to what extent they coincide with certain developments within critical and cultural theory. Is the enthusiastic philosophising and theorising spurred by the Matrix a sign of the desperate state theory is in, in the sense of see how low theory (or post-theory') has sunk? Or could the Matrix be one of the master texts for something like a renewal for theory as now being mainly concerned with new and changing relations between science, technology, posthumanist culture, art, politics, ethics and the media?
Reality Media : Augmented and Virtual Reality
How augmented reality and virtual reality are taking their places in contemporary media culture alongside film and television. T This book positions augmented reality (AR) and virtual reality (VR) firmly in contemporary media culture. The authors view AR and VR not as the latest hyped technologies but as media-the latest in a series of what they term "reality media," taking their places alongside film and television. Reality media inserts a layer of media between us and our perception of the world; AR and VR do not replace reality but refashion a reality for us. Each reality medium mediates and remediates; each offers a new representation that we implicitly compare to our experience of the world in itself but also through other media. The authors show that as forms of reality media emerge, they not only chart a future path for media culture, but also redefine media past. With AR and VR in mind, then, we can recognize their precursors in eighteenth-century panoramas and the Broadway lights of the 1930s. A digital version of Reality Media, available through the book's website, invites readers to visit a series of virtual rooms featuring interactivity, 3-D models, videos, images, and texts that explore the themes of the book.
The Second Life Herald : The Virtual Tabloid That Witnessed the Dawn of the Metaverse
How a virtual journalist in the virtual world of online gaming landed on the real-world front page of the New York Times and how his virtual newspaper chronicled the emergence of the next generation of the World Wide Web. When a virtual journalist for a virtual newspaper reporting on the digital world of an online game lands on the real-world front page of the New York Times, it just might signal the dawn of a new era. Virtual journalist Peter Ludlow was banned from The Sims Online for being a bit too good at his job--for reporting in his virtual tabloid The Alphaville Herald on the cyber-brothels, crimes, and strong-arm tactics that had become rife in the game--and when the Times, the BBC, CNN, and other media outlets covered the story, users all over the Internet called the banning censorship. Seeking a new virtual home, Ludlow moved the Herald to another virtual world--the powerful online environment of Second Life--just as it was about the explode onto the international mediascape and usher in the next iteration of the Internet. In The Second Life Herald, Ludlow and his colleague Mark Wallace take us behind the scenes of the Herald as they report on the emergence of a fascinating universe of virtual spaces that will become the next generation of the World Wide Web: a 3-D environment that provides richer, more expressive interactions than the Web we know today. In 1992, science fiction writer Neal Stephenson imagined "the Metaverse," a virtual space that we would enter via the Internet and in which we would conduct important parts of our daily lives. According to Ludlow and Wallace, that future is coming sooner than we may think. They chronicle its chaotic, exhilarating, frightening birth, including the issue that the mainstream media often ignore: conflicts across the client-server divide over who should write the laws governing virtual worlds.
Virtual Reality and Augmented Reality
Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.
Featured Print Books

Search OneSearch for books, eBooks and media items in COM Library.
Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do
An in-depth look at virtual reality and how it can be harnessed to improve our everyday lives. Virtual reality is able to effectively blur the line between reality and illusion, pushing the limits of our imagination and granting us access to any experience imaginable. With well-crafted simulations, these experiences, which are so immersive that the brain believes they're real, are already widely available with a VR headset and will only become more accessible and commonplace. But how does this new medium affect its users, and does it have a future beyond fantasy and escapism? In Experience on Demand, Jeremy Bailenson draws on two decades spent researching the psychological effects of VR and other mass media to help readers understand this powerful new tool. He offers expert guidelines for interacting with VR and describes the profound ways this technology can be put to use--not to distance ourselves from reality, but to enrich our lives and influence us to treat others, the environment, and even ourselves better. In the world of VR, a football quarterback plays a game against a competing team hundreds of times before even stepping onto the field; members of the United Nations embody a young girl in a refugee camp going through her day-to-day life; and veterans once again walk through the streets where they had experienced trauma. There are dangers and many unknowns in using VR, but it also can help us hone our performance, recover from trauma, improve our learning and communication abilities, and enhance our empathic and imaginative capacities. Like any new technology, its most incredible uses might be waiting just around the corner. Experience on Demand is the definitive look at the risks and potential of VR--a must-read for navigating both the virtual and the physical worlds ahead.
The history of the future : Oculus, Facebook and the revolution that swept virtual reality
The dramatic, larger-than-life true story behind the founding of Oculus and its quest for virtual reality, by the bestselling author of Console Wars. Drawing on over a hundred interviews with the key players driving this revolution, The History of the Future weaves together a rich, cinematic narrative that captures the breakthroughs, breakdowns and human drama of trying to change the world. The result is a super accessible and supremely entertaining look at the birth of a game-changing new industry. From iconic books like Neuromancer to blockbuster films like The Matrix, virtual reality has long been hailed as the ultimate technology. But outside of a few research labs and military training facilities, this tantalizing vision of the future was nothing but science fiction. Until 2012, when Oculus founder Palmer Luckey--then just a rebellious teenage dreamer living alone in a camper trailer--invents a device that has the potential to change everything. With the help of a videogame legend, a serial entrepreneur and many other colorful characters, Luckey's scrappy startup kickstarts a revolution and sets out to bring VR to the masses. As with most underdog stories, things don't quite go according to plan. But what happens next turns out to be the ultimate entrepreneurial journey: a tale of battles won and lost, lessons learned and neverending twists and turns--including an unlikely multi-billion-dollar acquisition by Facebook's Mark Zuckerberg, which shakes up the landscape in Silicon Valley and gives Oculus the chance to forever change our reality. Drawing on over a hundred interviews with the key players driving this revolution, The History of the Future weaves together a rich, cinematic narrative that captures the breakthroughs, breakdowns and human drama of trying to change the world. The result is a super accessible and supremely entertaining look at the birth of a game-changing new industry.
Navigating the Metaverse
Jump into the metaverse to connect with consumers and explore endless opportunities Like the Internet before it, the metaverse is a virtual space bringing people, companies, and products together in both digital and real environments to create new economic opportunities. The groundwork is already laid. People and organizations jumping in are gaining invaluable experience, meeting customers, developing revenue streams, and even shaping metaverse culture. In Navigating the Metaverse: A Guide to Limitless Business Possibilities in a Web 3.0 World, a team of Silicon Valley thought leaders delivers a groundbreaking discussion of how to find the right opportunities in this fast-moving universe. You'll explore everything from the metaverse basics, to strategy, to launching your first metaverse project. In the book, you'll find: Data and market analysis to erase any doubt that the metaverse is the next big thing. Foundational knowledge about the metaverse, metaverse economy, Web3 technology, and more. The essential connection between metaverse environments, businesses, community, and digital products that make the metaverse economy so powerful. A deep dive on non-fungible tokens (NFTs) and how to make the most of these assets. Frameworks to help find, nurture, measure, and capitalize on innovation in the metaverse. An essential breakdown of the next stage in online business, Navigating the Metaverse belongs in the libraries of entrepreneurs, executives, and innovators looking to lead in the new age of online business and commerce.
Reality+: Virtual Worlds and the Problems of Philosophy
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.
Virtual and Augmented Reality for Dummies
An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they're being used, and how they'll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed--and that's where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird's eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.
Virtual Reality
A comprehensive overview of developments in augmented reality, virtual reality, and mixed reality-and how they could affect every part of our lives.After years of hype, extended reality-augmented reality (AR), virtual reality (VR), and mixed reality (MR)-has entered the mainstream. Commercially available, relatively inexpensive VR headsets transport wearers to other realities-fantasy worlds, faraway countries, sporting events-in ways that even the most ultra-high-definition screen cannot. AR glasses receive data in visual and auditory forms that are more useful than any laptop or smartphone can deliver. Immersive MR environments blend physical and virtual reality to create a new reality. In this volume in the MIT Press Essential Knowledge series, technology writer Samuel Greengard offers an accessible overview of developments in extended reality, explaining the technology, considering the social and psychological ramifications, and discussing possible future directions. Greengard describes the history and technological development of augmented and virtual realities, including the latest research in the field, and surveys the various shapes and forms of VR, AR, and MR, including head-mounted displays, mobile systems, and goggles. He examines the way these technologies are shaping and reshaping some professions and industries, and explores how extended reality affects psychology, morality, law, and social constructs. It's not a question of whether extended reality will become a standard part of our world, he argues, but how, when, and where these technologies will take hold. Will extended reality help create a better world? Will it benefit society as a whole? Or will it merely provide financial windfalls for a select few? Greengard's account equips us to ask the right questions about a transformative technology.