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Up Close and Virtual

Up Close and Virtual
Author: Diana Ennen
Publisher:
Total Pages: 157
Release: 2001-03-01
Genre:
ISBN: 9780974279015

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8 1/2 x 11 inches, comb bound


Up Close and Virtual

Up Close and Virtual
Author: Diana Ennen
Publisher:
Total Pages: 242
Release: 2003-09-01
Genre:
ISBN: 9780974279022

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Up Close and Virtual is a complete reference guide to starting a successful and PROFITABLE virtual assistant business. We cover all the business nuts and bolts including business and financial planning, bookkeeping, billing, and setting up your business. Plus it offers information on domain registration, creating your web site, and most importantly, how and where to find clients. Still working full time? We'll show you how to ease into your practice while working full-time AND continue to care for your family. Along with our personal experiences, we've also included recommendations from virtual assistants across the land. These are the real pros that are now running successful businesses. You will find their suggestions in the "In Their Own Words" section at the end of each chapter and featured throughout the book. This will enable you to see how others are making their businesses successful and provide you with a blueprint on how to do the same with yours.Cited as the bible for the VA industry, Up Close and Virtual is currently used as training material for VA courses including being the primary textbook for Red Deer Colleges VA Certification Program (in Canada) and required reading for students of Virtual Assistance U, an online training center for virtual professionals.It truly leaves no stone overturned and is a must for anyone wanting to start this type of business.


Learning in Virtual Worlds

Learning in Virtual Worlds
Author: Sue Gregory
Publisher: Athabasca University Press
Total Pages: 347
Release: 2016-04-01
Genre: Education
ISBN: 177199133X

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Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspec ts of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.


The Virtual

The Virtual
Author: Rob Shields
Publisher: Psychology Press
Total Pages: 268
Release: 2003
Genre: Computers and civilization
ISBN: 9780415281812

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This work argues that the virtual has become one of the key organizing principles of contemporary society for the public realms of politics and business as well as private life from sex to shopping.


Database Semantics

Database Semantics
Author: Zahir Tari
Publisher: Springer
Total Pages: 460
Release: 2013-04-17
Genre: Computers
ISBN: 0387355618

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Database Semantics: Semantic Issues in Multimedia Systems reflects the state of the art of emerging research on the meaning of multimedia information, as presented during IFIP's Eighth Data Semantics Working Conference (DS-8), organized by its Working Group 2.6 on Databases, and held at Rotorua, New Zealand, in January 1999. DS-8 was planned as an active forum for researchers and practitioners focusing on those issues that involve the semantics of the information represented, stored, and manipulated by multimedia systems. Depending on the topic and state of research, issues may be covered either deeply theoretically or quite practically, or even both. These proceedings contain twenty-one papers carefully selected by an International Programme Committee and organized in six thematic areas: Video Data Modelling and Use; Image Databases; Applications of Multimedia Systems; Multimedia Modeling in General; Multimedia Information Retrieval; Semantics and Metadata. For almost every area, important topics and issues include: data modeling and query languages for media such as audio, video, and images; methodological aspects of multimedia database design; intelligent multimedia information retrieval; knowledge discovery and data mining in multimedia information; multimedia user interfaces. Three visionary keynote addresses, by famous experts Ramesh Jain, Hermann Maurer and Masao Sakauchi, set the stage for discussion and future directions for the field. The collection of papers that resulted now offers a glimpse of the excitement and enthusiasm from DS-8. Database Semantics: Semantic Issues in Multimedia Systems is suitable as a secondary text for a graduate-level course on database systems, multimedia systems, or information retrieval systems and as a reference for practitioners and researchers in industry.


Interactive Stories and Video Game Art

Interactive Stories and Video Game Art
Author: Chris Solarski
Publisher: CRC Press
Total Pages: 221
Release: 2017-01-20
Genre: Computers
ISBN: 1315401215

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The success of storytelling in games depends on the entire development team—game designers, artists, writers, programmers and musicians, etc.—working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories. Key Features: The first book to define a common visual and interactive language for understanding and orchestrating sophisticated stories in video games Accessible to industry professionals as well as non-developers Featured concepts apply to all media with an interactive component including: transmedia, gamification and interactive art The definitive framework for designing interactive stories


Growing Up with Science

Growing Up with Science
Author:
Publisher: Marshall Cavendish
Total Pages: 136
Release: 2006
Genre: Science
ISBN: 9780761475200

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Volume fifteen of a seventeen-volume, alphabetically-arranged encyclopedia contains approximately five hundred articles introducing key aspects of science and technology.


Billboard

Billboard
Author:
Publisher:
Total Pages: 84
Release: 1996-12-14
Genre:
ISBN:

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In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.


Society and the Internet

Society and the Internet
Author: Mark Graham
Publisher: Oxford University Press, USA
Total Pages: 417
Release: 2014
Genre: Business & Economics
ISBN: 0199662002

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How is society being shaped by the diffusion and increasing centrality of the Internet in everyday life and work? By bringing together leading research that addresses some of the most significant cultural, economic, and political roles of the Internet, this volume introduces students to a core set of readings that address this question in specific social and institutional contexts. Internet Studies is a burgeoning new field, which has been central to the Oxford Internet Institute (OII), an innovative multi-disciplinary department at the University of Oxford. Society and the Internet builds on the OII's evolving series of lectures on society and the Internet. The series has been edited to create a reader to supplement upper-division undergraduate and graduate courses that seek to introduce students to scholarship focused on the implications of the Internet for networked societies around the world. The chapters of the reader are rooted in a variety of disciplines, but all directly tackle the powerful ways in which the Internet is linked to political, social, cultural, and economic transformations in society. This book will be a starting point for anyone with a serious interest in the factors shaping the Internet and its impact on society. The book begins with an introduction by the editors, which provides a brief history of the Internet and Web and its study from multi-disciplinary perspectives. The chapters are grouped into six focused sections: The Internet and Everyday Life; Information and Culture on the Line; Networked Politics and Government; Networked Businesses, Industries, and Economies; and Technological and Regulatory Histories and Futures.


Virtual, Augmented and Mixed Reality: Interaction, Navigation, Visualization, Embodiment, and Simulation

Virtual, Augmented and Mixed Reality: Interaction, Navigation, Visualization, Embodiment, and Simulation
Author: Jessie Y.C. Chen
Publisher: Springer
Total Pages: 492
Release: 2018-07-10
Genre: Computers
ISBN: 3319915819

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This two-volume set LNCS 10909 and 10910 constitutes the refereed proceedings of the 10th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2018, held as part of HCI International 2018 in Las Vegas, NV, USA. HCII 2018 received a total of 4346 submissions, of which 1171 papers and 160 posters were accepted for publication after a careful reviewing process. The 65 papers presented in this volume were organized in topical sections named: interaction, navigation, and visualization in VAMR; embodiment, communication, and collaboration in VAMR; education, training, and simulation; VAMR in psychotherapy, exercising, and health; virtual reality for cultural heritage, entertainment, and games; industrial and military applications.