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Avatars (Virtual reality) --- Interactive multimedia --- Shared virtual environments --- #KVIV:BB --- Hypermedia systems --- Interactive media --- Computer software --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Virtual reality --- Avatars (Computer graphics) --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Artificial intelligence. Robotics. Simulation. Graphics
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Virtual reality --- Shared virtual environments --- Three-dimensional imaging --- Creation (Literary, artistic, etc.) --- Shared virtual environments. --- Three-dimensional imaging. --- Virtual reality. --- Art and design --- Environments, Virtual --- Virtual environments --- Virtual worlds --- 3-D imaging --- 3D imaging --- Three-dimensional imaging systems --- Three-dimensional imaging techniques --- Three-dimensional visualization --- Visualization, Three-dimensional --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Creative ability in art --- Creative ability in literature --- Computer simulation --- Reality --- Imaging systems --- Art --- Imagination --- Inspiration --- Literature --- Creative ability --- Originality --- Computer. Automation --- creativiteit --- Arts & Entertainment (General) --- Réalité virtuelle --- Environnements virtuels partagés --- Imagerie tridimensionnelle
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Virtual reality --- Shared virtual environments --- Three-dimensional imaging --- Creation (Literary, artistic, etc.) --- Creative ability in art --- Creative ability in literature --- Art --- Imagination --- Inspiration --- Literature --- Creative ability --- Originality --- 3-D imaging --- 3D imaging --- Three-dimensional imaging systems --- Three-dimensional imaging techniques --- Three-dimensional visualization --- Visualization, Three-dimensional --- Imaging systems --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Shared virtual environments. --- Three-dimensional imaging. --- Virtual reality. --- Computer. Automation --- creativiteit
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Electronic games. --- Shared virtual environments --- Virtual reality --- Computer-aided design. --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Electronic toys --- Games --- CAD (Computer-aided design) --- Computer-assisted design --- Computer-aided engineering --- Design --- Economic aspects. --- Electronic games --- Computer-aided design --- Economic aspects --- E-books --- Macroeconomics --- Economic relations. Trade --- Artificial intelligence. Robotics. Simulation. Graphics --- computer-aided design --- capital [economic concept] --- virtual reality --- Computer games --- Internet games --- Television games --- Videogames --- Video games. --- computer-aided design [process]
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Targeted at educators and researchers wishing to use virtual environments in their teaching practice, this work provides practical advice specifically for educators in higher education. It focuses on the use of Second Life - a free, readily-accessible virtual world which is increasingly being used for both formal and informal learning.
Avatars (Virtual reality) --- Computer games. --- Distance education --- Education, Higher --- Second Life (Game) --- Shared virtual environments. --- Simulation games in education. --- Computer games --- Application software --- Electronic games --- Avatars (Computer graphics) --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Virtual reality --- Education --- Educational gaming --- Gaming, Educational --- Educational games --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Computer-assisted instruction. --- Simulation games --- Higher education --- Computer. Automation --- Video games --- Internet games --- Television games --- Videogames --- Games
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"Offering real-life examples of what it means to be a 24/7 library, this collection from the Public Library Association and ALA Editions shares how several libraries transitioned to virtual and socially-distanced services when the pandemic hit. No matter your library's current situation or outlook for the future, you'll be inspired to adapt their ideas to suit the needs of your own organization"--
Library management --- Information user --- Shared virtual environments --- Libraries and community --- Public services (Libraries) --- Epidemics --- Libraries and public health --- COVID-19 (Disease) --- Library applications --- Community and libraries --- Communities --- 2019-nCoV disease --- 2019 novel coronavirus disease --- Coronavirus disease-19 --- Coronavirus disease 2019 --- COVID-19 virus disease --- COVID19 (Disease) --- Novel coronavirus disease, 2019 --- SARS coronavirus 2 disease --- SARS-CoV-2 disease --- Coronavirus infections --- Respiratory infections --- Public health and libraries --- Public health --- Libraries --- Libraries and readers --- Library public services --- Library services to users --- Library users --- Public libraries --- Library science --- Disease outbreaks --- Diseases --- Outbreaks of disease --- Pestilences --- Communicable diseases --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Virtual reality --- Public services --- Services to users --- Services for --- Outbreaks
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"Difficult Heritage and Immersive Experiences examines the benefits involved in designing and employing immersive technologies to reconstruct difficult pasts at heritage sites around the world. Presenting interdisciplinary case studies of heritage sites and museums from across a range of different contexts, the volume analyses the ways in which various types of immersive technologies can help visitors to contextualize and negotiate difficult or sensitive heritage and traumatic pasts. Demonstrating that some of the most creative applications of immersive experiences appear in and at museums and heritage sites, the book showcases how immersive technologies offer the possibility to confront and dispute presumptions and prejudices, trigger responses, deliver new knowledge, initiate dialogue and challenge pre-existing notions of collective identity. The book provides a conceptual, as well as a hands-on, approach to understanding the use of immersive technologies at sensitive sites around the globe. Difficult Hertiage and Immersive Experiences is essential reading for researchers and students who are interested in, or engaged in the study of, cultural heritage, memory, history, politics, dark tourism, design and digital media, or immersive technologies. The book will also be of interest to museum and heritage practitioners"--
History --- Historic sites --- Museums --- Virtual reality --- Shared virtual environments --- Mixed reality --- Augmented reality --- Cultural property --- Historical reenactments --- Study and teaching&delete& --- Simulation methods --- Educational aspects --- Technological innovations --- Historic reenactments --- Historical re-enactments --- Historical reenactment --- Re-enactments, Historical --- Reenactment of historical events --- Reenactments, Historical --- Cultural heritage --- Cultural patrimony --- Cultural resources --- Heritage property --- National heritage --- National patrimony --- National treasure --- Patrimony, Cultural --- Treasure, National --- Property --- World Heritage areas --- AR (Augmented reality) --- Computer-augmented reality --- Reality --- Extended reality --- Hybrid reality --- MR (Mixed reality) --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Heritage places, Historic --- Heritage sites, Historic --- Historic heritage places --- Historic heritage sites --- Historic places --- Historical sites --- Places, Historic --- Sites, Historic --- Archaeology --- Historic buildings --- Monuments --- Reenactments --- Study and teaching --- Sociology of cultural policy --- Artificial intelligence. Robotics. Simulation. Graphics --- artificial intelligence --- heritage management --- Histoire --- Sites historiques. --- Musées --- Pédagogie muséale. --- Étude et enseignement. --- Activités culturelles.
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