Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality

Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality PDF Author: Simão, Emília
Publisher: IGI Global
ISBN: 1522556974
Category : Computers
Languages : en
Pages : 277

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Book Description
The concept of immersive multimedia, which is closely related to concepts of augmented reality, brings opportunities in art, education, entertainment, and technology. As such, it is vital to explore the connections between consumers of media content and information parts that come from multimedia platforms. Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality is a critical scholarly resource that offers solutions to the problems that appear in both theoretical and practical dimensions of immersive multimedia experiences on an interdisciplinary platform. Featuring coverage on a broad range of topics such as cyber behavior, human-computer interaction, and transmedia, this book is geared towards digital artists, media professionals, developers, academicians, researchers, and upper-level graduate students seeking current research on the exploration of immersive multimedia through the perspectives of technology, communications, and art.

Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality

Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality PDF Author: Simão, Emília
Publisher: IGI Global
ISBN: 1522556974
Category : Computers
Languages : en
Pages : 277

Get Book

Book Description
The concept of immersive multimedia, which is closely related to concepts of augmented reality, brings opportunities in art, education, entertainment, and technology. As such, it is vital to explore the connections between consumers of media content and information parts that come from multimedia platforms. Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality is a critical scholarly resource that offers solutions to the problems that appear in both theoretical and practical dimensions of immersive multimedia experiences on an interdisciplinary platform. Featuring coverage on a broad range of topics such as cyber behavior, human-computer interaction, and transmedia, this book is geared towards digital artists, media professionals, developers, academicians, researchers, and upper-level graduate students seeking current research on the exploration of immersive multimedia through the perspectives of technology, communications, and art.

Augmented Reality and Virtual Reality

Augmented Reality and Virtual Reality PDF Author: M. Claudia tom Dieck
Publisher: Springer Nature
ISBN: 303068086X
Category : Business & Economics
Languages : en
Pages : 314

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Book Description
This book features the latest research in the area of immersive technologies, presented at the 6th International Augmented Reality and Virtual Reality Conference, held in online in 2020. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, health care, tourism, events, fashion, entertainment, retail and the gaming industry. The book is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.

International Perspectives on Rethinking Evil in Film and Television

International Perspectives on Rethinking Evil in Film and Television PDF Author: Tüysüz, Dilan
Publisher: IGI Global
ISBN: 1799847799
Category : Social Science
Languages : en
Pages : 248

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Book Description
Aestheticization of evil is a frequently used formula in cinema and television. However, the representation of evil as an aesthetic object pushes it out of morality. Moral judgments can be pushed aside when evil is aestheticized in movies or TV series because there is no real victim. Thus, situations such as murder or war can become a source of aesthetic pleasure. Narratives in cinema and television can sometimes be based on a simple good-evil dichotomy and sometimes they can be based on individual or social experiences of evil and follow a more complicated method. Despite the various ways evil is depicted, it is a moral framework in film and television that must be researched to study the implications of aestheticized evil on human nature and society. International Perspectives on Rethinking Evil in Film and Television examines the changing representations of evil on screen in the context of the commonness, normalization, aestheticization, marginalization, legitimization, or popularity of evil. The chapters provide an international perspective of the representations of evil through an exploration of the evil tales or villains in cinema and television. Through looking at these programs, this book highlights topics such as the philosophy of good and evil, the portrayal of heroes and villains, the appeal of evil, and evil’s correspondence with gender and violence. This book is ideal for sociologists, professionals, researchers and students working or studying in the field of cinema and television and practitioners, academicians, and anyone interested in the portrayal and aestheticization of evil in international film and television.

Immersive Technology and Experiences

Immersive Technology and Experiences PDF Author: Githa S. Heggde
Publisher: Springer Nature
ISBN: 9819988349
Category : Business & Economics
Languages : en
Pages : 296

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Book Description
This book provides a comprehensive overview of the role of immersive technology with multiple sectoral perspectives, such as entertainment, education, health care, and more. It covers a detailed analysis of the latest trends and developments in the field. It encompasses practical insights on using immersive technology effectively through industry expert chapters, case studies, and real-world examples that demonstrate how immersive technology is being used in different industries. Chapters in this book are from academicians and industry professionals to create a fine balance of knowledge and practice perspective of today’s immersive technology. It is written in accessible language that is easy for non-experts to understand. It focuses on the future of immersive technology, exploring its potential impact on society and the economy. It provides insights into the challenges and opportunities that lie ahead and offers predictions on how immersive technology will continue to evolve in the years to come. It is a valuable resource for anyone learning more about immersive technology.

Contemporary Art Impacts on Scientific, Social, and Cultural Paradigms: Emerging Research and Opportunities

Contemporary Art Impacts on Scientific, Social, and Cultural Paradigms: Emerging Research and Opportunities PDF Author: Strehovec, Janez
Publisher: IGI Global
ISBN: 1799838366
Category : Art
Languages : en
Pages : 177

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Book Description
Art is a concept that has been used by researchers for centuries to explain and realize numerous theories. The legendary artist Leonardo da Vinci, for example, was a profound artist and a genius inventor and researcher. The co-existence of science and art, therefore, is necessary for global appeal and society’s paradigms, literacy, and scientific movements. Contemporary Art Impacts on Scientific, Social, and Cultural Paradigms: Emerging Research and Opportunities provides emerging research exploring the theoretical and practical aspects of present post-aesthetic art and its applications within economics, politics, social media, and everyday life. Featuring coverage on a broad range of topics such as media studies, contemporary storytelling, and literacy nationalism, this book is ideally designed for researchers, media studies experts, media professionals, academicians, and students.

Multidisciplinary Perspectives on New Media Art

Multidisciplinary Perspectives on New Media Art PDF Author: Soares, Celia
Publisher: IGI Global
ISBN: 1799836711
Category : Art
Languages : en
Pages : 279

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Book Description
New media has been gaining importance in the academic world as well as the artistic world through the concept of new media art. As the connections between art and communication technologies grow and further embrace a wide range of concepts, interpretations, and applications, the number of disciplines that will be touched will likewise continue to expand. Multidisciplinary Perspectives on New Media Art is a collection of innovative research on the methods and intersections between new media, artistic practices, and digital technologies. While highlighting topics including audience relationship, digital art, and computer animation, this book is ideally designed for academicians, researchers, high-level art students, and art professionals.

Understanding Virtual Reality

Understanding Virtual Reality PDF Author: Sarah Jones
Publisher: Taylor & Francis
ISBN: 1000823474
Category : Social Science
Languages : en
Pages : 139

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Book Description
This book provides critical commentary on key issues around virtual reality, using media technology as a tool to challenge perspectives for learning and understanding cultural diversities. With a focus on empathy, embodiment and ethics, the book interrogates the use of immersive technologies for formal and informal educational contexts. Taking a critical approach to discourses around emerging technology and learning, the book presents the idea that a new literacy is emerging and an emphasis on media and technology is needed in the context of education to explore and experience cultural diversities. Employing a personal reflexive narrative, the chapters highlight key issues through research and interviews with leading practitioners in the field. Understanding Virtual Reality will be of great interest to academics and students interested in the effects of immersive realities on the education experience, and to anyone keen on exploring the paradigm shift from entertainment to education.

Cases on Immersive Virtual Reality Techniques

Cases on Immersive Virtual Reality Techniques PDF Author: Yang, Kenneth C.C.
Publisher: IGI Global
ISBN: 1522559132
Category : Computers
Languages : en
Pages : 381

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Book Description
As virtual reality approaches mainstream consumer use, new research and innovations in the field have impacted how we view and can use this technology across a wide range of industries. Advancements in this technology have led to recent breakthroughs in sound, perception, and visual processing that take virtual reality to new dimensions. As such, research is needed to support the adoption of these new methods and applications. Cases on Immersive Virtual Reality Techniques is an essential reference source that discusses new applications of virtual reality and how they can be integrated with immersive techniques and computer resources. Featuring research on topics such as 3D modeling, cognitive load, and motion cueing, this book is ideally designed for educators, academicians, researchers, and students seeking coverage on the applications of collaborative virtual environments.

Research Anthology on Game Design, Development, Usage, and Social Impact

Research Anthology on Game Design, Development, Usage, and Social Impact PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668475901
Category : Computers
Languages : en
Pages : 2034

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Book Description
Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.

A Social-Scientific Examination of the Dynamics of Communication, Thought, and Selves

A Social-Scientific Examination of the Dynamics of Communication, Thought, and Selves PDF Author: Sekalala, Seif
Publisher: IGI Global
ISBN: 1799875091
Category : Language Arts & Disciplines
Languages : en
Pages : 277

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Book Description
Intrapersonal communication has been considered and studied less in comparison to general communication and other related topics. Moreover, intrapersonal communication is usually mentioned in the context of studying other topics, as opposed to being studied singularly. To fully understand the complexity and potential uses of this field of study, intrapersonal communication must be researched further. A Social-Scientific Examination of the Dynamics of Communication, Thought, and Selves focuses on the concept of intrapersonal communication, discusses how and why we communicate with ourselves, and considers how scholars can help humans improve and harness intrapersonal communication in fields such as artificial intelligence. The book also makes a forceful case for the importance and potential utility of intrapersonal communication. Covering topics such as language, sociology, and cognitive science, this reference work is ideal for sociologists, psychologists, industry professionals, academicians, scholars, researchers, practitioners, instructors, and students.