Kirjojen hintavertailu. Mukana 11 244 527 kirjaa ja 12 kauppaa.

Kirjahaku

Etsi kirjoja tekijän nimen, kirjan nimen tai ISBN:n perusteella.

562 tulosta hakusanalla Vr Tennent

VR

VR

Andy Lancaster

Lulu.com
2021
pokkari
Vic Rostrun has had a tough life since his parents, world-famous archaeologists, went missing whilst on an expedition in the deep dark rain forests of Central America. But all this changes when Vic is given an amazing new computer by his 'larger than life' uncle. Following a freak lightning strike, the computer is mysteriously transformed and Vic gains access to virtual reality - a world that exists within a microchip inside his computer. Now part detective, part explorer, Vic carries out some thrilling virtual visits and eventually discovers that his parents are being held captive by an evil Mayan King in a secret underground city. Given what seems like an impossible quest by the King as the only means of rescuing them, can virtual reality enable Vic to undertake the ultimate daring mission to bring them home?
VR Technologies in Cultural Heritage

VR Technologies in Cultural Heritage

Iulian Tanea; Matjaz Gams; Marcello Carrozzino

Saint Philip Street Press
2020
pokkari
This open access book constitutes the refereed proceedings of the First International Conference on VR Technologies in Cultural Heritage, VRTCH 2018, held in Brasov, Romania in May 2018. The 13 revised full papers along with the 5 short papers presented were carefully reviewed and selected from 21 submissions. The papers of this volume are organized in topical sections on data acquisition and modelling, visualization methods / audio, sensors and actuators, data management, restoration and digitization, cultural tourism. This work was published by Saint Philip Street Press pursuant to a Creative Commons license permitting commercial use. All rights not granted by the work's license are retained by the author or authors.
VR Technologies in Cultural Heritage

VR Technologies in Cultural Heritage

Iulian Tanea; Matjaz Gams; Marcello Carrozzino

Saint Philip Street Press
2020
sidottu
This open access book constitutes the refereed proceedings of the First International Conference on VR Technologies in Cultural Heritage, VRTCH 2018, held in Brasov, Romania in May 2018. The 13 revised full papers along with the 5 short papers presented were carefully reviewed and selected from 21 submissions. The papers of this volume are organized in topical sections on data acquisition and modelling, visualization methods / audio, sensors and actuators, data management, restoration and digitization, cultural tourism. This work was published by Saint Philip Street Press pursuant to a Creative Commons license permitting commercial use. All rights not granted by the work's license are retained by the author or authors.
VR Developer Gems

VR Developer Gems

TAYLOR FRANCIS LTD
2023
nidottu
This book takes the practicality of other "Gems" series such as "Graphics Gems" and "Game Programming Gems" and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 "tips", each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code. Key FeaturesSections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that expand their repertoire.
VR Developer Gems
This book takes the practicality of other "Gems" series such as "Graphics Gems" and "Game Programming Gems" and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 "tips", each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code. Key FeaturesSections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that expand their repertoire.
VR Virus

VR Virus

Jason Meyers

Lulu.com
2024
pokkari
When four friends-Lena, Jake, Max, and Sarah-win an exclusive trial of the hottest new VR headset, they think they've hit the jackpot. The game promises unparalleled immersion, stunning visuals, and challenges that will push their skills to the limit. But as they dive deeper into the virtual world, strange glitches start to blur the lines between the game and reality. Soon, the friends discover that they've never left the game, and their every move is being controlled by a sinister force that threatens to trap them forever. As they face twisted versions of their worst fears, they must rely on their creativity, teamwork, and courage to survive.
VR Integrated Heritage Recreation
Create assets for history-based games. This book covers the fundamental principles required to understand and create architectural visualizations of historical locations using digital tools. You will explore aspects of 3D design visualization and VR integration using industry-preferred software. Some of the most popular video games in recent years have historical settings (Age of Empires, Call of Duty, etc.). Creating these games requires creating historically accurate game assets. You will use Blender to create VR-ready assets by modeling and unwrapping them. And you will use Substance Painter to texture the assets that you create.You will also learn how to use the Quixel Megascans library to acquire and implement physically accurate materials in the scenes. Finally, you will import the assets into Unreal Engine 4 and recreate a VR integrated heritage that can be explored in real time. Using VR technology and game engines,you can digitally recreate historical settings for games.What You Will LearnCreate high-quality, optimized models suitable for any 3D game engineMaster the techniques of texturing assets using Substance Painter and Quixel MegascansKeep assets historically accurateIntegrate assets with the game engineCreate visualizations with Unreal Engine 4Who Is This Book ForGame developers with some experience who are eager to get into VR-based games
VR Gender Swap: The Complete Virtnet Chronicles

VR Gender Swap: The Complete Virtnet Chronicles

Alyson Belle

Independently Published
2017
nidottu
Mike Wantry has always wondered what it would feel like to be a girl, and thanks to the magic of full-body virtual reality his dreams are finally possible There's just one problem: All gender and sex experimentation is blocked on his VR machine. When he finds himself home alone one day, he decides to "borrow" a female-coded machine and see what it's like to walk a mile in his sister's shoes. Everything is going well until her girlfriend Amy catches Mike in the act. She decides to have a little fun with him by renaming him "Mikala" and showing him exactly what it means to be a girl with some very intimate lessons -- and that's just the beginning of her plans As Mike falls deeper and deeper into the sex-fueled world of Amy's virtual reality playground, the lines between the real world and the virtual begin to blur. Amy's lessons begin to control him even outside of VR, and the boys at school can't shut up about the hottest new piece of VR tail, Mikala. But when class stud Chuck Higgins and queen bee Christy Parker take an interest in Mikala, Mike doesn't know what to do. He might even be starting to like Chuck... but only when he's Mikala. Only one thing is certain... getting to be Mikala in VR is the hottest thing Mike's ever experienced. What's a girl to do? VR Gender Swap: The Complete Virtnet Chronicles Bundle is a novel-length adaptation of four previously published consecutive stories in the Virtnet Chronicles setting. With 200+ pages of hot, gender-swapping action and some VERY steamy scenes, this book is intended for mature audiences who enjoy FF, MF, and MFF scenes with lots of gender-bending fun.
VR Nana, Volume 2: Volume 2

VR Nana, Volume 2: Volume 2

Stephen Johnston

Bookbaby
2023
nidottu
It's been more than a week since Anna Ruth "Nana" Joyce ventured into her grandson Sean's virtual game world, FAILTE. Concerned about the mysterious axe she acquired and the settled threat to the game, Sean asks Nana to dive in as Rita Marie once again. Rita and her party set off for answers, encountering a paleontology team and a priestess who's wowed by their previous adventure. Just before all that, Sean reconnects with an acquaintance from his high school days, unaware of her close connection to Rita Rita Marie's return adventure has her reuniting with outspoken golem Lisa, elemental mage Ashley, and terrapin NPC Gopher Cooter New faces on the journey include another mage and golem pair, paleontologists that have been digging in the desert, and a priestess whose seen Rita's exploits from afar. This new journey has Rita heading east to take on new locations. Not only does Nana Joyce face new challenges to the game, but so do the players behind her comrades
VR-Based Space Travel

VR-Based Space Travel

Morgan Garcia

Harped Books
2025
pokkari
Monetizing VR-Based Outer Space Travel Experiences delves into diversity and offers insights into artificial intelligence while exploring live performances. This book is a perfect blend of case studies and challenges. Monetizing VR-Based Outer Space Travel Experiences delves into diversity and offers insights into artificial intelligence while exploring live performances. This book is a perfect blend of case studies and challenges.
VR Technologies in Cultural Heritage

VR Technologies in Cultural Heritage

Springer Nature Switzerland AG
2018
nidottu
This open access book constitutes the refereed proceedings of the First International Conference on VR Technologies in Cultural Heritage, VRTCH 2018, held in Brasov, Romania in May 2018. The 13 revised full papers along with the 5 short papers presented were carefully reviewed and selected from 21 submissions. The papers of this volume are organized in topical sections on data acquisition and modelling, visualization methods / audio, sensors and actuators, data management, restoration and digitization, cultural tourism.
VR China

VR China

Ole Mathies Hackfurth

Grin Publishing
2007
nidottu
Studienarbeit aus dem Jahr 2004 im Fachbereich Geowissenschaften / Geographie - Wirtschaftsgeographie, Note: 1,7, Gottfried Wilhelm Leibniz Universit t Hannover, 20 Quellen im Literaturverzeichnis, Sprache: Deutsch, Abstract: Diese Arbeit besch ftigt sich mit der Wirtschaftspolitik Chinas von 1949, dem Beginn der ra Mao Zedong, bis heute, dem Ende der ra Jiang Zemin. Ein wesentliches Ziel dieser Arbeit ist es dabei, die einzelnen wirtschaftspolitischen Entwicklungsepochen darzustellen und Antworten auf die historische Kausalit t der Entwicklung zu geben. Zugleich soll der Weg der chinesischen Reformen nachgezeichnet und die zentralen Problemstellungen herausgearbeitet werden, die sich im Zuge des Transformationsprozesses zur sogenannten "sozialistischen Marktwirtschaft" ergeben. Kapitel 8. versucht die aktuelle wirtschaftspolitische Lage Chinas zu skizzieren, um die Arbeit mit der Einsch tzung der politischen und wirtschaftlichen Zukunftsaussichten der Volksrepublik China abzuschlie en. Grunds tzliche Fragestellungen dieser Arbeit: Welche wirtschaftspolitischen Strategien gab es in der VR China von 1949 bis heute ? Welche Auswirkungen hatte die chinesische Wirtschaftspolitik in den einzelnen Epochen ? Wie wurde der chinesische Transformationsproze eingeleitet und welche Geschwindigkeit hatte bzw. hat er? Kam es im Zuge der Transformation zu einer Transformationskrise und welche Auswirkungen hatte sie?