Leighton Evans - Böcker
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11 produkter
11 produkter
335 kr
Skickas inom 10-15 vardagar
In this short book, Evans interrogates the implications of VR’s re-emergence into the media mainstream, critiquing the notion of a VR revolution by analysing the development and ownership of VR companies while also exploring the possibilities of immersion in VR and the importance of immersion in the interest and ownership of VR enterprises. He assesses how the ideologies and desires of both computer programmers and major Silicon Valley industries may influence how VR worlds are conceived and experienced by users while also exploring the mechanisms that create the immersive experience that underpins interest in the medium.
2 153 kr
Skickas inom 10-15 vardagar
In cities around the world, digital technologies are utilized to manage city services and infrastructures, to govern urban life, to solve urban issues and to drive local and regional economies. While "smart city" advocates are keen to promote the benefits of smart urbanism – increased efficiency, sustainability, resilience, competitiveness, safety and security – critics point to the negative effects, such as the production of technocratic governance, the corporatization of urban services, technological lock-ins, privacy harms and vulnerability to cyberattack. This book, through a range of international case studies, suggests social, political and practical interventions that would enable more equitable and just smart cities, reaping the benefits of smart city initiatives while minimizing some of their perils.Included are case studies from Ireland, the United States of America, Colombia, the Netherlands, Singapore, India and the United Kingdom. These chapters discuss a range of issues including political economy, citizenship, standards, testbedding, urban regeneration, ethics, surveillance, privacy and cybersecurity. This book will be of interest to urban policymakers, as well as researchers in Regional Studies and Urban Planning.
598 kr
Skickas inom 10-15 vardagar
In cities around the world, digital technologies are utilized to manage city services and infrastructures, to govern urban life, to solve urban issues and to drive local and regional economies. While "smart city" advocates are keen to promote the benefits of smart urbanism – increased efficiency, sustainability, resilience, competitiveness, safety and security – critics point to the negative effects, such as the production of technocratic governance, the corporatization of urban services, technological lock-ins, privacy harms and vulnerability to cyberattack. This book, through a range of international case studies, suggests social, political and practical interventions that would enable more equitable and just smart cities, reaping the benefits of smart city initiatives while minimizing some of their perils.Included are case studies from Ireland, the United States of America, Colombia, the Netherlands, Singapore, India and the United Kingdom. These chapters discuss a range of issues including political economy, citizenship, standards, testbedding, urban regeneration, ethics, surveillance, privacy and cybersecurity. This book will be of interest to urban policymakers, as well as researchers in Regional Studies and Urban Planning.
826 kr
Skickas inom 10-15 vardagar
In this short book, Evans interrogates the implications of VR’s re-emergence into the media mainstream, critiquing the notion of a VR revolution by analysing the development and ownership of VR companies while also exploring the possibilities of immersion in VR and the importance of immersion in the interest and ownership of VR enterprises. He assesses how the ideologies and desires of both computer programmers and major Silicon Valley industries may influence how VR worlds are conceived and experienced by users while also exploring the mechanisms that create the immersive experience that underpins interest in the medium.
460 kr
Skickas inom 5-8 vardagar
Contemplating studying media? This handy text will tell you everything you need to know! Beginning with the definition and history of media studies, this book delves into exciting subjects like the political economy of mass media, digitalization, AI, filter bubbles, misinformation and much more. Reading this text, you will encounter: - Real case studies, from a day in the life of a journalist, to global media conglomerates - An exploration of key themes like race and gender in the 'critical issues' section - Accessible content, with 'key material' boxes, a glossary and further reading - A lively style that won't leave you boredA must-have for undergraduate media students, this book enables a broad, confident understanding of key issues and kick starts success in your studies
1 490 kr
Skickas inom 5-8 vardagar
Contemplating studying media? This handy text will tell you everything you need to know! Beginning with the definition and history of media studies, this book delves into exciting subjects like the political economy of mass media, digitalization, AI, filter bubbles, misinformation and much more. Reading this text, you will encounter: - Real case studies, from a day in the life of a journalist, to global media conglomerates - An exploration of key themes like race and gender in the 'critical issues' section - Accessible content, with 'key material' boxes, a glossary and further reading - A lively style that won't leave you boredA must-have for undergraduate media students, this book enables a broad, confident understanding of key issues and kick starts success in your studies
From Microverse to Metaverse
Modelling the Future through Today’s Virtual Worlds
Inbunden, Engelska, 2022
639 kr
Skickas inom 7-10 vardagar
While the metaverse is often marketed as a future utopia, the vision of the metaverse represents an attempt for private corporations to control the code of the real. In the hands of companies that established and maintain the surveillance capitalism model, the ability to build a persistent, all-compassing environment means all activity in that world can be metricized and commodified, making the metaverse worthy of critical examination.Significant parts of life are already conducted in a digital place that combines various aspects of digital culture. Likewise, digital worlds for socializing already exist, and in a form akin to the VR metaverse, just as VR worlds based on play now coexist with online worlds of user generated content. These discreet private “microverses”, as we refer to them, are spaces which can model the tensions that would be inherent in the metaverse.From Microverse to Metaverse: Modelling the Future through Today's Virtual Worlds examines the place attachments, world-feeling and dwelling of several “microverses” to assess the possibilities of the metaverse as a realistic proposition. Critically analyzing the phenomenological feeling of place, the political economy of emerging tech, the mechanisms of identity and self along with the behavioral constraints involved, the authors map what a metaverse might be like, whether it can happen, and just why some companies seem so determined to make it happen.
929 kr
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This volume contains an Open Access ChapterOffering a comprehensive and research-oriented survey of the emergence of virtual reality (VR) into the gaming mainstream, Virtual Reality Gaming delves into the complexities of VR gaming, emphasising immersion, embodiment, and player presence.As the first study to critically assess and systematically investigate the phenomenon of VR Gaming through the tripartite lens of embodiment, presence, and immersion, established and emerging voices in the field discuss the unique aspects of VR games and the challenges they present to researchers and designers with regards to re-conceptualising the relationship between system, player and game play – in essence, a reconsideration of the human-computer interface (HCI) of gaming. Each chapter develops the existing scholarship on all these areas, creating a discourse on each element of embodiment, presence, and immersion that will improve the understanding of all these concepts in the context of gaming and VR.A major contribution to the fields of gaming, HCI, VR and media studies, Virtual Reality Gaming is of interest not only to scholars, students and academics researching within this area, but also to practitioners and professionals in the gaming industry.
608 kr
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Intergenerational Locative Play: Augmenting Family examines the social, spatial and physical impact of the hybrid reality game (HRG) Pokémon Go on the relationship between parents and their children.The ubiquity of digital media correlates with a mounting body of work that considers the part digital technologies, such as video games, play in the lives of children. Consequently, commentators have deliberated the effects of rising levels of screen time and the association of this trend with antisocial behaviour, mental health-related problems, and the interference of family life. Yet, recent studies have demonstrated that the intergenerational play of video games can in fact strengthen familial connections by facilitating communication between adults, and children, and allowing adolescents to experiment with a range of roles.Research on intergeneration play, however, has tended to focus on video games played within the domestic sphere. In contrast, Locative games, such as Pokémon Go involve players physically interacting and moving through their surroundings. Through an original study of Pokémon Go this book extends developing research on intergenerational play to the field of locative games.
650 kr
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This book extends current understandings of the effects of using locative social media on spatiality, the experience of time and identity.
590 kr
Skickas inom 10-15 vardagar
This book extends current understandings of the effects of using locative social media on spatiality, the experience of time and identity.