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Immersed in Technology

Immersed in Technology
Author: Banff Centre for the Arts
Publisher: MIT Press
Total Pages: 400
Release: 1996
Genre: Art
ISBN: 9780262133142

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Produced as part of the Art and Virtual Environment Project conducted at the Banff Centre for the Arts in Banff, Canada from 1991 to 1994.


The Immersion Book of Steampunk

The Immersion Book of Steampunk
Author: Gareth D. Jones
Publisher:
Total Pages: 0
Release: 2011
Genre: Fiction
ISBN: 9780956392442

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Join the "Immersion Book of Steampunk" for an expedition through a new age of glorious industry. Encounter suffragette air-pirates, the art-deco terror of imperial skies, unwrap the bullet-proof magic of a cynical prince, or discover the dark, ensorcelled secrets of evolutionary public engineering.


Total Immersion

Total Immersion
Author: Terry Laughlin
Publisher: Simon and Schuster
Total Pages: 324
Release: 2012-03-13
Genre: Sports & Recreation
ISBN: 1451688334

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Swim better—and enjoy every lap—with Total Immersion, a guide to improving your swimming from an expert with more than thirty years of experience in the water. Terry Laughlin, the world’s #1 authority on swimming success, has made his unique approach even easier for anyone to master. Whether you’re an accomplished swimmer or have always found swimming to be a struggle, Total Immersion will show you that it’s mindful fluid movement—not athletic ability—that will turn you into an efficient swimmer. This new edition of the bestselling Total Immersion features: -A thoughtfully choreographed series of skill drills—practiced in the mindful spirit of yoga—that can help anyone swim more enjoyably -A holistic approach to becoming one with the water and to developing a swimming style that’s always comfortable -Simple but thorough guidance on how to improve fitness and form -A complementary land-and-water program for achieving a strong and supple body at any age Based on more than thirty years of teaching, coaching, and research, Total Immersion has dramatically improved the physical and mental experience of swimming for thousands of people of all ages and abilities.


The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories

The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories
Author: Frank Rose
Publisher: W. W. Norton & Company
Total Pages: 385
Release: 2012-03-05
Genre: Business & Economics
ISBN: 0393341259

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This is a field guide to the visionaries - and the fans - who are reinventing the art of storytelling.


Immersed in Media

Immersed in Media
Author: Matthew Lombard
Publisher: Springer
Total Pages: 338
Release: 2015-06-18
Genre: Computers
ISBN: 3319101900

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Highlights key research currently being undertaken within the field of telepresence, providing the most detailed account of the field to date, advancing our understanding of a fundamental property of all media - the illusion of presence; the sense of “being there” inside a virtual environment, with actual or virtual others. This collection has been put together by leading international scholars from America, Europe, and Asia. Together, they describe the state-of-the-art in presence theory, research and technology design for an advanced academic audience. Immersed in Media provides research that can help designers optimize presence for users of advanced media technologies such as virtual and augmented reality, collaborative social media, robotics, and artificial intelligence and lead us to better understand human cognition, emotion and behaviour.


In-Game

In-Game
Author: Gordon Calleja
Publisher: MIT Press
Total Pages: 235
Release: 2011-05-13
Genre: Games & Activities
ISBN: 0262294540

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An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion. Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's engagement with literature or a moviegoer's experience of a movie. In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement. One of the most commonly yet vaguely deployed concepts in the industry and academia alike is immersion—a player's sensation of inhabiting the space represented onscreen. Overuse of this term has diminished its analytical value and confused its meaning, both in analysis and design. Rather than conceiving of immersion as a single experience, Calleja views it as blending different experiential phenomena afforded by involving gameplay. He proposes a framework (based on qualitative research) to describe these phenomena: the player involvement model. This model encompasses two constituent temporal phases—the macro, representing offline involvement, and the micro, representing moment-to-moment involvement during gameplay—as well as six dimensions of player involvement: kinesthetic, spatial, shared, narrative, affective, and ludic. The intensified and internalized experiential blend can culminate in incorporation—a concept that Calleja proposes as an alternative to the problematic immersion. Incorporation, he argues, is a more accurate metaphor, providing a robust foundation for future research and design.


Immersion

Immersion
Author: Abbie Gascho Landis
Publisher: Island Press
Total Pages: 266
Release: 2017-04-13
Genre: Nature
ISBN: 161091807X

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Abbie Gascho Landis brings readers to a hotbed of mussel diversity, the American Southeast, to seek mussels where they eat, procreate, and, too often, perish. Accompanied often by her husband, a mussel scientist, and her young children, she learned to see mussels on the creekbed, to tell a spectaclecase from a pigtoe, and to worry what vanishing mussels--70 percent of North American species are imperiled--will mean for humans and wildlife alike. Landis shares this journey, traveling from perilous river surveys to dry streambeds and into laboratories where endangered mussels are raised one precious life at a time. Mussels have much to teach us about the health of our watersheds if we step into the creek and take a closer look at their lives. In the tradition of writers like Terry Tempest Williams and Sy Montgomery, Landis gracefully chronicles these untold stories with a veterinarian's careful eye and the curiosity of a naturalist.--


Full Immersion

Full Immersion
Author: Gemma Amor
Publisher: Watkins Media Limited
Total Pages: 347
Release: 2022-09-13
Genre: Fiction
ISBN: 0857669842

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A traumatised woman with amnesia finds her own dead body and sets out to uncover the truth of her demise in a race against time, sanity, crumbling realities and the ever-present threat of the Silhouette. --- What can you do when you’re reeling from trauma but you’ve tried it all? Counselling, yoga, pills, meditation, art, healthy living… none of it makes a dent. What’s left? Magpie is out of ideas. She’s desperate enough to try anything. Just when she thinks her life can get no worse, she discovers herself, or rather her own dead body, partially buried in the mudbank of a river. A man stands by, a familiar stranger. What does he want? And why can’t she remember getting here? Why can’t she remember anything? Unbeknownst to her, two pairs of eyes watch from behind an observation screen, in a room filled with computers and sensors. An experiment is unfolding, but is Magpie the subject, or practitioner? Reality becomes a slippery concept. And beyond the glass is something worse still: a hint of an outline, shaped in darkness… Magpie realises all too soon that her journey has transformed from healing to survival. She must become the hunter rather than the hunted, with her missing memories the prey. In turn brutal, beautiful and absolutely terrifying, Full Immersion is the latest speculative horror from Bram Stoker Award-nominated author, Gemma Amor File Under: Horror Fantasy [ Silhouette | Suspension | Bristol | Motherhood ] **Content Warnings** suicidal ideation​​; post-natal depression; implied acts of violence towards a child; birth scene


Narrative as Virtual Reality 2

Narrative as Virtual Reality 2
Author: Marie-Laure Ryan
Publisher: JHU Press
Total Pages: 304
Release: 2015-12
Genre: Computers
ISBN: 1421417979

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"In this completely revised edition, Ryan reflects on the developments that have taken place over the past fifteen years in terms of both theory and practice and focuses on the increase of narrativity in video games and its corresponding loss in experimental digital literature."--Page [4] of cover.


Virtual Art

Virtual Art
Author: Oliver Grau
Publisher: MIT Press
Total Pages: 438
Release: 2004-09-17
Genre: Art
ISBN: 9780262572231

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An overview of the art historical antecedents to virtual reality and the impact of virtual reality on contemporary conceptions of art. Although many people view virtual reality as a totally new phenomenon, it has its foundations in an unrecognized history of immersive images. Indeed, the search for illusionary visual space can be traced back to antiquity. In this book, Oliver Grau shows how virtual art fits into the art history of illusion and immersion. He describes the metamorphosis of the concepts of art and the image and relates those concepts to interactive art, interface design, agents, telepresence, and image evolution. Grau retells art history as media history, helping us to understand the phenomenon of virtual reality beyond the hype. Grau shows how each epoch used the technical means available to produce maximum illusion. He discusses frescoes such as those in the Villa dei Misteri in Pompeii and the gardens of the Villa Livia near Primaporta, Renaissance and Baroque illusion spaces, and panoramas, which were the most developed form of illusion achieved through traditional methods of painting and the mass image medium before film. Through a detailed analysis of perhaps the most important German panorama, Anton von Werner's 1883 The Battle of Sedan, Grau shows how immersion produced emotional responses. He traces immersive cinema through Cinerama, Sensorama, Expanded Cinema, 3-D, Omnimax and IMAX, and the head mounted display with its military origins. He also examines those characteristics of virtual reality that distinguish it from earlier forms of illusionary art. His analysis draws on the work of contemporary artists and groups ART+COM, Maurice Benayoun, Charlotte Davies, Monika Fleischmann, Ken Goldberg, Agnes Hegedues, Eduardo Kac, Knowbotic Research, Laurent Mignonneau, Michael Naimark, Simon Penny, Daniela Plewe, Paul Sermon, Jeffrey Shaw, Karl Sims, Christa Sommerer, and Wolfgang Strauss. Grau offers not just a history of illusionary space but also a theoretical framework for analyzing its phenomenologies, functions, and strategies throughout history and into the future.