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Collected works of various designers.
Pictogramme --- Symbole graphique --- Logotype --- Logos (Symbols) --- Signs and symbols --- Icons (Computer graphics)
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Signs and symbols --- Icons (Computer graphics) --- Logos (Symbols) --- Signes et symboles --- Icônes (Infographie) --- Logos (Symboles) --- Ryan Abdullah, Roger Hübner --- grafisch design --- grafische vormgeving --- logo's --- gebruiksgrafiek --- pictogrammen --- symbolen --- 766.041 --- Icônes (Infographie) --- Representation, Symbolic --- Semeiotics --- Signs --- Symbolic representation --- Symbols --- Abbreviations --- Omens --- Semiotics --- Sign language --- Symbolism --- Visual communication --- Computer icons --- Desktop icons (Computer graphics) --- Interface icons (Computer graphics) --- Computer graphics --- Graphical user interfaces (Computer systems) --- Design
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An anthology of thinking on virtuality from the perspective of a variety of philosophical and applied fields of study, the Oxford Handbook of Virtuality comprises 44 chapters covering topics such as presence, immersion, emotion, ethics, virtual utopias and dystopias, image, sound, literature, AI, law, economics, education, medical and military applications, religion, and sex. A variety of views on virtuality is offered from each discipline represented, and the relationships between virtuality and reality and actuality are extensively debated.
Virtual reality --- Communication --- Avatars (Virtual reality) --- Avatars (Computer graphics) --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Communication and culture --- Social aspects. --- Music --- Avatars
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Virtual reality. --- Avatars (Virtual reality) --- Avatars (Computer graphics) --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Virtual reality --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality
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What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? Rune Klevjer examines this question with a particular focus on issues of fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, Klevjer argues that avatar-based gaming is a distinctive and dominant form of virtual self-embodiment in digital culture. This book is a revised edition of Rune Klevjer's pioneering work from 2007, featuring a new introduction by the author and afterword by Stephan Günzel, Jörg Sternagel, and Dieter Mersch.
Avatars (Virtual reality). --- SOCIAL SCIENCE / Media Studies. --- Avatar. --- Cinema. --- Computer Games. --- Fictionality. --- Media Aesthetics. --- Media Studies. --- Media Theory. --- Media. --- Virtual Reality. --- Avatars (Computer graphics) --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Virtual reality
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Computer. Automation --- Mass communications --- Cyberspace --- Communication and technology --- Written communication --- Cyberspace. --- Avatars (Computer graphics) --- History. --- Avatars (Virtual reality) --- Lerarenopleiding --- (vak)didactiek talen --- Avatars (Virtual reality). --- (vak)didactiek talen. --- Space and time --- Computers --- Telematics --- Technology and communication --- Technology --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Virtual reality --- History --- Communication and technology - History. --- Written communication - History. --- Communication en technologie --- Communication ecrite --- Histoire
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What kind of relationship do we have with artificial beings (avatars, puppets, robots, etc.)? What does it mean to mirror ourselves in them, to perform them or to play trial identity games with them? This volume addresses these questions from artistic and scholarly angles. Contributions on the making of »technical others« and philosophical reflections on artificial alterity are flanked by neuroscientific studies on different ways of perceiving living persons and artificial counterparts. The contributors have achieved a successful artistic-scientific collaboration with extensive visual material.
Avatars (Virtual reality). --- Puppets. --- Robots. --- PHILOSOPHY / General. --- Avatars. --- Film. --- Media Philosophy. --- Media Studies. --- Media Theory. --- Media. --- Neuroscientific Investigations on Perception. --- Philosophy. --- Technological Others. --- Automata --- Automatons --- Robotics --- Manipulators (Mechanism) --- Mecha (Vehicles) --- Puppets and puppet-plays --- Puppet theater --- Avatars (Computer graphics) --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Virtual reality --- Avatars (Virtual reality)
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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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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.
Second Life (Game) --- Avatars (Virtual reality) --- Tabloid newspapers --- Shared virtual environments. --- Internet. --- DARPA Internet --- Internet (Computer network) --- Wide area networks (Computer networks) --- World Wide Web --- 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 --- Tabloids --- Newspapers --- Avatars (Computer graphics) --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Computer games --- Computer programs. --- Video games
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