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Handbook of Research on the Global Impacts and Roles of Immersive Media [Hardback]

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  • Formāts: Hardback, 400 pages, height x width: 279x216 mm, weight: 333 g
  • Izdošanas datums: 06-Dec-2019
  • Izdevniecība: Business Science Reference
  • ISBN-10: 1799824330
  • ISBN-13: 9781799824336
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  • Hardback
  • Cena: 364,22 €
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  • Formāts: Hardback, 400 pages, height x width: 279x216 mm, weight: 333 g
  • Izdošanas datums: 06-Dec-2019
  • Izdevniecība: Business Science Reference
  • ISBN-10: 1799824330
  • ISBN-13: 9781799824336
Citas grāmatas par šo tēmu:
The world is witnessing a media revolution similar to the birth of the film industry from the early 20th Century. New forms of media are expanding the human experience from passive viewership to active participants, surrounding and enveloping us in ways film or television never could. New immersive media forms include virtual reality (VR), augmented reality (AR), mixed reality (XR), fulldome, CAVEs, holographic characters, projection mapping, and mixed experimental combinations of old and new, live, and generated media. With the continued expansion beyond the traditional frame, practitioners are crafting these new media to see how they can influence and shape the world.

The Handbook of Research on the Global Impacts and Roles of Immersive Media is a collection of innovative research that provides insights on the latest in existing and emerging immersive technologies through descriptions of case studies, new business models, philosophical viewpoints, and scientific findings. While highlighting topics including augmented reality, interactive media, and spatial computing, this book is ideally designed for media technologists, storytellers, artists, journalists, designers, programmers, developers, manufacturers, entertainment executives, content creators, industry professionals, academicians, researchers, and media students.
Foreword xvii
Preface xxi
Acknowledgment xxviii
Section 1 Immersive Media and Experience: Philosophy and Research
Chapter 1 Virtual Futures: A Manifesto for Immersive Experiences
1(9)
Julia Scott-Stevenson
Chapter 2 Out of Our Minds: Ontology and Embodied Media in a Post-Human Paradigm
10(27)
Keram Malicki-Sanchez
Chapter 3 Humans Enter the Age of Avatarism
37(22)
Gregory Peter Panos
Chapter 4 Narrative Strategies in VR Movies, Traditional Movies, and Digital Games
59(20)
Li Zheng
Mei Si
Chapter 5 Towards a Fulldome Manifesto: Tour d'Horizon for the Immersive-Inclined
79(30)
Micky Remann
Kelley M. Francis
Chapter 6 Smell Is All Around Us: History, Meaning, and (Immersive!) Applications for Scent
109(14)
Saskia Wilson-Brown
Chapter 7 The Intersections of Creativity, Technology, and the Mind: How This Applies to Immersive Projects
123(19)
Audri Phillips
Section 2 Immersive Media and Experience: Production and Creation
Chapter 8 Discovering a Language of Stories in Immersive Storytelling: An Essential First Step
142(16)
Jessica Kantor
Chapter 9 Bringing the Human Dimension to Virtual Experience
158(18)
Christina Heller
Chapter 10 Case Study of The BizNest: The World's First Immersive Sitcom
176(24)
Eve Weston
Chapter 11 Virtual experience as a Mass Market Phenomenon: Spatial Computing and the World Building Challenge
200(21)
Brett Leonard
Chapter 12 Cinematic Virtual Reality: Inside the Story
221(16)
Brian Seth Hurst
Chapter 13 Immersive Storytelling: Leveraging the Benefits and Avoiding the Pitfalls of Immersive Media in Domes
237(27)
Michael Daut
Chapter 14 POV in XR: How We Experience, Discuss, and Create the Virtual World
264(20)
Eve Weston
Exelauno
Chapter 15 Location-Based Entertainment: How Immersive Technology Can Make Us More Human
284(30)
Leila Amirsadeghi
Chapter 16 Immersion Domes: Next-Generation Arts and Entertainment Venues
314(34)
Edward Lantz
Section 3 Immersive Media and the Human Experience: Wider Implications From Entertainment to Beyond
Chapter 17 The Promises and Challenges of Immersive Education
348(23)
Jacquelyn F. Morie
Chapter 18 Spatial Immersion and Human Interaction: Comparing Cross-Generational Experiences of Pokemon GO Play
371(22)
Shaojung Sharon Wang
Chapter 19 Immersive Media and Branding: How Being a Brand Will Change and Expand in the Age of True Immersion
393(23)
Linda Ricci
Chapter 20 Immersive Media, Scientific Visualization, and Global Umwelt
416(14)
Julieta Cristina Aguilera
Chapter 21 Virtual Reality as a Tool for Mental Health and Conscious Living and Death: Immersive Contemplative Approaches to Existential Anxieties
430(23)
Dorote Weyers-Lucci
Chapter 22 Immersive Experience: Convergence, Storyworlds, and the Power for Social Impact
453(32)
Kate M. McCallum
Compilation of References 485(42)
About the Contributors 527(8)
Index 535