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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?
The Metaverse Handbook
The metaverse is here. Are you ready? The Metaverse Handbook: Innovating for the Internet's Next Tectonic Shift, a duo of experienced tech and culture experts delivers a can't-miss guide to participating in the most promising new technology since the advent of the web. Through dozens of metaverse creator case studies and concise, actionable insights, you'll walk away from this book understanding how to explore and implement the latest metaverse tech emerging from blockchain, XR, and web3. In The Metaverse Handbook, you'll discover: What the metaverse is, why you should care about it, and how to build your metaverse strategy The history of the metaverse and primers on critical technologies driving the metaverse, including non-fungible tokens, XR, the blockchain, and web3 How to unearth unique metaverse opportunities in digital communities, commerce, and immersive experiences As the metaverse has rapidly become the technology platform and marketing buzzword of the future, this new reality for companies, creators, and consumers is not easily understood at the surface level. Those who aim to be at the forefront of this exciting new arena must first understand the foundations and central technologies of the metaverse. An essential resource for digital professionals, creators, and business leaders in the vanguard of the coming technology revolution, The Metaverse Handbook provides the go-to roadmap for your journey into the metaverse.
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.