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Handbook of research on the global impacts and roles of immersive media : [electronic book] /

Contributor(s): Morie, Jacquelyn Ford, 1950- [editor.] | McCallum, Kate, 1956- [editor.] | ProQuest [vendor].
Series: Advances in media, entertainment, and the arts (AMEA) book series: Publisher: Hershey, Pennsylvania : Information Science Reference, an imprint of IGI Global, [2020]Description: 1 online resource (xxix, 539 pages).Content type: text | text Media type: computer | unmediated Carrier type: online resource | volumeISBN: 1799824349; 9781799824343; 9781799824343.Subject(s): Virtual reality -- Social aspects | Interactive multimedia -- Social aspectsOnline resources: Access ebook here
Contents:
Virtual futures: a manifesto for immersive experiences -- Out of our minds: ontology and embodied media in a post-human paradigm -- Humans enter the age of avatarism -- Narrative strategies in VR movies, traditional movies, and digital games -- Towards a fulldome manifesto: tour d'horizon for the immersive-inclined -- Smell is all around us: history, meaning, and (immersive!) applications for scent -- The intersections of creativity, technology, and the mind: how this applies to immersive projects -- Discovering a language of stories in immersive storytelling: an essential first step -- Bringing the human dimension to virtual experience -- Case study of the BizNest: the world's first immersive sitcom -- Virtual experience as a mass market phenomenon: spatial computing and the world building challenge -- Cinematic virtual reality: inside the story -- Immersive storytelling: leveraging the benefits and avoiding the pitfalls of immersive media in domes -- POV in XR: how we experience, discuss, and create the virtual world -- Location-based entertainment: how immersive technology can make us more human -- Immersion domes: next-generation arts and entertainment venues -- The promises and challenges of immersive education -- Spatial immersion and human interaction: comparing cross-generational experiences of Pokémon GO play -- Immersive media and branding: how being a brand will change and expand in the age of true immersion -- Immersive media, scientific visualization, and global Umwelt -- Virtual reality as a tool for mental health and conscious living and death: immersive contemplative approaches to existential anxieties -- Immersive experience: convergence, storyworlds, and the power for social impact.
Summary: ""This book explores the global impacts and roles of immersive media"--Provided by publisher"--.
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Holdings
Item type Current library Call number Status Date due Barcode Item holds
Ebook Ebook ATU Sligo Yeats Library Electronic Resource Available Online
Total holds: 0

Includes bibliographical references and index.

Virtual futures: a manifesto for immersive experiences -- Out of our minds: ontology and embodied media in a post-human paradigm -- Humans enter the age of avatarism -- Narrative strategies in VR movies, traditional movies, and digital games -- Towards a fulldome manifesto: tour d'horizon for the immersive-inclined -- Smell is all around us: history, meaning, and (immersive!) applications for scent -- The intersections of creativity, technology, and the mind: how this applies to immersive projects -- Discovering a language of stories in immersive storytelling: an essential first step -- Bringing the human dimension to virtual experience -- Case study of the BizNest: the world's first immersive sitcom -- Virtual experience as a mass market phenomenon: spatial computing and the world building challenge -- Cinematic virtual reality: inside the story -- Immersive storytelling: leveraging the benefits and avoiding the pitfalls of immersive media in domes -- POV in XR: how we experience, discuss, and create the virtual world -- Location-based entertainment: how immersive technology can make us more human -- Immersion domes: next-generation arts and entertainment venues -- The promises and challenges of immersive education -- Spatial immersion and human interaction: comparing cross-generational experiences of Pokémon GO play -- Immersive media and branding: how being a brand will change and expand in the age of true immersion -- Immersive media, scientific visualization, and global Umwelt -- Virtual reality as a tool for mental health and conscious living and death: immersive contemplative approaches to existential anxieties -- Immersive experience: convergence, storyworlds, and the power for social impact.

""This book explores the global impacts and roles of immersive media"--Provided by publisher"--.

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