Communication in the Age of Virtual Reality

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3D audio perception
Audible Objects
Auditory Display
Category=GTC
Category=UYV
channels
Common Carrier
community
Consumer VR
Cyberpunk Science Fiction
Data Based Journalism
De Sola Pool
digital communication theory
display
environments
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Essential Copy
experience
FTF Mode
head-mounted
HMD
immersive media studies
Interpersonal Communication
LCD
narrative design virtual worlds
Playback
psychological effects of immersive environments
Public Communication Environment
sensorimotor
Sensorimotor Channels
system
technology
technology policy analysis
telepresence research
Term VR
Ultimate Display
Virtual Environments
VPL
VR
VR Drama
VR Experience
VR Interface
VR System
VR Technology
world

Product details

  • ISBN 9780805815504
  • Weight: 760g
  • Dimensions: 152 x 229mm
  • Publication Date: 01 Mar 1995
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Paperback
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This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium.

The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next section, leading research scientists discuss how knowledge of communication can be used to build more effective and exciting communication applications of virtual reality. Looking ahead, the authors explore pioneering approaches to VR narratives, interpersonal communication, the use of 3D sound, and the building of VR entertainment complexes. In the final section, the authors zoom out to view the big picture -- the psychological, social, and cultural implications of virtual reality. Thought-provoking discussions consider important communication issues such as:
* How will virtual reality influence perception of reality?
* What are the legal issues defining communication in virtual reality?
* What kind of cultural trends will this technology encourage?