Books on the topic 'Virtual reality immersion'

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1

Grau, Oliver. Virtual art: From illusion to immersion. Cambridge, Mass: MIT Press, 2003.

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2

Ryan, Marie-Laure. Narrative as virtual reality: Immersion and interactivity in literature and electronic media. Baltimore: Johns Hopkins U.P., 2003.

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3

Lamson, Ralph J. Virtual therapy: Prevention and treatment of psychiatric conditions by immersion in virtual reality environments. Montréal: Polytechnic International Press, 1997.

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4

Editor), Randall Packer (Foreword, Ken Jordan (Editor), and William Gibson (Editor Foreword), eds. Multimedia: From Wagner to Virtual Reality. New York: W. W. Norton & Company, 2001.

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5

Randall, Packer, and Jordan Ken, eds. Multimedia: From Wagner to virtual reality. New York: Norton, 2002.

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6

Dyson, Frances. Sounding new media: Immersion and embodiment in the arts and culture. Berkeley: University of California Press, 2009.

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7

Calleja, Gordon. In-game: From immersion to incorporation. Cambridge, Mass: MIT Press, 2011.

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8

Ryan, Marie-Laure. Narrative as virtual reality: Immersion and interactivity in literature and electronic media. Baltimore: Johns Hopkins University Press, 2001.

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9

Hinrichs, Randy J., and Charles Wankel. Engaging the avatar: New frontiers in immersive education. Charlotte, N.C: Information Age Pub., 2012.

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10

Kumar, Rajendra, Vishal Jain, Garry Tan Wei Han, and Adberezak Touzene. Immersive Virtual and Augmented Reality in Healthcare. Boca Raton: CRC Press, 2023. http://dx.doi.org/10.1201/9781003340133.

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11

Cudworth, Ann Latham. Virtual world design: Creating immersive virtual environments. Boca Raton: CRC Press, Taylor & Francis, 2014.

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12

D'Agustino, Steven. Immersive environments, augmented realities, and virtual worlds: Assessing future trends in education. Hershey PA: Information Science Reference, 2013.

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13

Atmosfere: Esperienze immersive nell'arte e al museo. Bologna: Bononia University Press, 2021.

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14

Foxman, Maxwell Henry. Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology. [New York, N.Y.?]: [publisher not identified], 2018.

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15

Spagno, Christian. Immersive VR projection system with simultaneous image acquisition using active projection screens. Konstanz: Hartung-Gorre, 2003.

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16

McRobert, Laurie. Char Davies' immersive virtual art and the essence of spatiality. Toronto: University of Toronto Press, 2007.

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17

Char Davies' immersive virtual art and the essence of spatiality. Toronto: University of Toronto Press, 2007.

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18

Modena, Elisabetta. Nelle storie: Arte, cinema e media immersivi. Roma: Carocci editore, 2022.

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19

Battini, Carlo. Realtà virtuale, aumentata e immersiva per la rappresentazione del costruito. Firenze: Altralinea edizioni, 2017.

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20

Michael, Kelley, and Institute for Computer Applications in Science and Engineering., eds. Tracking a turbulent spot in an immersive environment. Hampton, VA: Institute for Computer Applications in Science and Engineering, NASA Langley Research Center, 1995.

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21

Michael, Kelley, and Institute for Computer Applications in Science and Engineering., eds. Tracking a turbulent spot in an immersive environment. Hampton, VA: Institute for Computer Applications in Science and Engineering, NASA Langley Research Center, 1995.

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22

Grau, Oliver, Roger F. Malina, and Sean Cubitt. Virtual Art: From Illusion to Immersion. MIT Press, 2004.

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23

Ryan, Marie-Laure. Narrative As Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Johns Hopkins University Press, 2003.

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24

Virtual Art: From Illusion to Immersion. MIT Press, 2004.

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25

Multimedia: From Wagner to Virtual Reality. New York, N.Y: W. W. Norton & Company, 2002.

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26

Jordan, Ken, and Randall Packer. Multimedia: From Wagner to Virtual Reality. Norton & Company, Incorporated, W. W., 2001.

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27

Dyson, Frances. Sounding New Media: Immersion and Embodiment in the Arts and Culture. University of California Press, 2009.

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28

Dyson, Frances. Sounding New Media: Immersion and Embodiment in the Arts and Culture. University of California Press, 2010.

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29

(Editor), Kurt Lancaster, and Thomas J. Mikotowicz (Editor), eds. Performing the Force: Essays on Immersion into Science-Fiction, Fantasy and Horror Environments. McFarland & Company, 2001.

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30

Virtual Art: From Illusion to Immersion (Leonardo Books). The MIT Press, 2004.

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31

Calleja, Gordon. In-Game: From Immersion to Incorporation. MIT Press, 2011.

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32

Calleja, Gordon. In-Game: From Immersion to Incorporation. MIT Press, 2011.

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33

(Editor), Randall Packer, and Ken Jordan (Editor), eds. Multimedia: From Wagner to Virtual Reality, Expanded Edition. W. W. Norton & Company, 2002.

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34

(Editor), Randall Packer, and Ken Jordan (Editor), eds. Multimedia: From Wagner to Virtual Reality, Expanded Edition. W. W. Norton & Company, 2002.

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35

What does a chameleon look like?: Topographies of immersion. Köln: Halem, 2011.

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36

Ryan, Marie-Laure. Narrative As Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media. Johns Hopkins University Press, 2015.

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37

Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media. Johns Hopkins University Press, 2015.

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38

Parisi, Tony. Learning Virtual Reality: Developing Immersive Experiences and Applications for Desktop, Web, and Mobile. O'Reilly Media, Incorporated, 2015.

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39

Parisi, Tony. Learning Virtual Reality: Developing Immersive Experiences and Applications for Desktop, Web, and Mobile. O'Reilly Media, Incorporated, 2015.

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40

Learning virtual reality: Developing immersive experiences and applications for desktop, web, and mobile. 2015.

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41

Parisi, Tony. Learning Virtual Reality: Developing Immersive Experiences and Applications for Desktop, Web, and Mobile. O'Reilly Media, Incorporated, 2015.

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42

Ryan, Marie-Laure. Narrative As Virtual Reality: Immersion and Interactivity in Literature and Electronic Media (Parallax (Baltimore, MD.).). Johns Hopkins Univ Pr, 2000.

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43

Ryan, Marie-Laure. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media (Parallax: Re-visions of Culture and Society). The Johns Hopkins University Press, 2000.

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44

Ryan, Marie-Laure. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media (Parallax: Re-visions of Culture and Society). The Johns Hopkins University Press, 2003.

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45

Ryan, Marie-Laure. La Narracion Como Realidad Virtual/Narrative As Virtual Reality: La Inmersion y la Interactividad en la Literatura y en los Medios Electronicos/Immersion ... in Literature and Electronic Media. Ediciones Paidos Iberica, 2004.

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46

Clasen, Mathias. The Future of Horror. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780190666507.003.0014.

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This chapter discusses recent and future developments in horror entertainment. It argues that future horror media will give consumers access to a wider range of experiences, some of which are more immersive and much more emotionally powerful than those offered by traditional horror media. The chapter analyzes horror videogames such as Until Dawn (2015), as well as so-called survival horror games such as Amnesia: The Dark Descent (2010), which foster immersion through interaction, and immersive virtual reality, which increases the sense of presence in a frightening computer-generated world. The chapter also analyzes haunted attractions and live-action horror experiences which situate consumers as protagonists in horror stories that unfold around them. Finally, the chapter argues that horror research needs to engage more actively with science, in theory as well as method.
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47

Yang, Kenneth C. C. Cases on Immersive Virtual Reality Techniques. Engineering Science Reference, 2019.

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48

Yang, Kenneth C. C. Cases on Immersive Virtual Reality Techniques. IGI Global, 2019.

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49

Immersive Journalism. Taylor & Francis Group, 2018.

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50

Immersive Enclosure - Virtual Reality in Japan. Columbia University Press, 2022.

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