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1

Nath, Shachindra. Emotion based narratives: a new approach in creating story experiences in immersive virtual environments: M.A. Communication Design Thesis 2001. Central Saint Martins College of Art & Design, 2001.

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2

Chen, Hong. Chinese Labour Migration in the Digital Media Context. Amsterdam University Press, 2025. https://doi.org/10.5117/9789048559039.

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What does it mean to a family when parents go abroad for economic gains while leaving their children behind? How do they maintain a family when living in different areas, separated for years? How do emerging digital media like instant messaging, social media, and webcam calls impact the everyday lives of today’s transnational families? Drawing on immersive ethnography conducted among UK-based Chinese labour migrants, their left-behind children and caregivers, this book explores how they employ digital media to negotiate family roles and maintain kinship ties. While virtual connections are indi
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3

Baruah, Rakesh. Virtual Reality with VRTK4: Create Immersive VR Experiences Leveraging Unity3D and Virtual Reality Toolkit. Apress, 2019.

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4

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

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5

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

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6

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

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7

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

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8

Unreal Engine Virtual Reality Quick Start Guide: Design and Develop immersive virtual reality experiences with Unreal Engine 4. Packt Publishing, 2019.

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9

Weinel, Jonathan. Virtual Unreality. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.003.0008.

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This chapter explores altered states of consciousness in interactive video games and virtual reality applications. First, a brief overview of advances in the sound and graphics of video games is provided, which has led to ever-more immersive capabilities within the medium. Following this, a variety of games that represent states of intoxication, drug use, and hallucinations are discussed, in order to reveal how these states are portrayed with the aid of sound and music, and for what purpose. An alternative trajectory in games is also explored, as various synaesthetic titles are reviewed, which
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10

Cole, Emma, ed. Experiencing Immersion in Antiquity and Modernity. Bloomsbury Publishing Plc, 2025. https://doi.org/10.5040/9781350419124.

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This book examines the links between experiencing immersion in antiquity and modernity. Immersive experiences are big business within today’s creative economy. Forms range from immersive museum exhibitions, theatrical performances, art installations and experiences facilitated through virtual and augmented reality technologies. Yet the idea of immersion is not new; paintings, sculpture and theatre have all been theorised historically in terms of illusion, realism and immersion. From antiquity to modernity, there has been an interest in theorising the relationship between reality and virtual re
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11

Franks, Patricia C., Lori A. Bell, and Rhonda B. Trueman, eds. Teaching and Learning in Virtual Environments. ABC-CLIO, LLC, 2016. http://dx.doi.org/10.5040/9798216022831.

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Useful to school librarians, teachers, and faculty, this book explains the range of possibilities for creating immersive learning experiences through the use of virtual worlds, virtual simulations, virtual collections, exhibits by libraries and museums, and archives. There is a renaissance occurring in education with immersive learning via virtual applications and environments, even at the elementary school level. This widespread new movement is happening over more platforms than before—Second Life, Open Sim, Unity3D, Curio, and others. Teaching and Learning in Virtual Environments: Archives,
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12

Coutinho, Christopher. Unity® Virtual Reality Development with VRTK4: A No-Coding Approach to Developing Immersive VR Experiences, Games, and Apps. Apress L. P., 2022.

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13

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
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14

Wittek, Stephen, and David McInnis, eds. Shakespeare and Virtual Reality. Cambridge University Press, 2021. http://dx.doi.org/10.1017/9781009003995.

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Teaching Shakespeare through performance has a long history, and active methods of teaching and learning are a logical complement to the teaching of performance. Virtual reality ought to be the logical extension of such active learning, providing an unrivalled immersive experience of performance that overcomes historical and geographical boundaries. But what are the key advantages and disadvantages of virtual reality, especially as it pertains to Shakespeare? And more interestingly, what can Shakespeare do for VR (rather than vice versa)? This Element, the first on its topic, explores the ways
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15

Weinel, Jonathan. Abstractions. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.003.0009.

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The concluding chapter of Inner Sound: Altered States of Consciousness in Electronic Music and Audio-Visual Media consolidates the main arguments of the book. The journey taken is recapitulated, from shamanic rituals to psychedelic rock shows and raves; and from outdoor electroacoustic concerts to synaesthetic films and hallucinatory video games. Across these examples, similar underlying principles can be identified, revealing a continuity from ancient shamanism to modern ‘technoshamanism’. Yet while some imperatives have remained consistent, the technologies have evolved, yielding ever-more a
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16

Christie, Ian. Spaces. Amsterdam University Press, 2024. http://dx.doi.org/10.5117/9789048563265.

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Film has long been defined as a temporal art, most famously by André Bazin and Andrei Tarkovsky. Yet more fundamentally it has always been a spatial art, transporting its audiences imaginatively to spaces and places other than those they literally inhabit. In the digital era, this spatial illusion and paradox has been greatly expanded – by the predominance of domestic film viewing, along with new extra-terrestrial perspectives, and the promise of novel kinesthetic experiences with Virtual Reality and “immersion”. The international authors in this collection address the history and aesthetics o
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17

Kearney, James. Shakespearean Ethics in Extremity. Oxford University PressOxford, 2025. https://doi.org/10.1093/9780198954590.001.0001.

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Abstract Shakespearean Ethics in Extremity addresses forms of ethical experience on the Shakespearean stage. Early modern theater traffics in the vicarious experience of ethics, often ethics in some extreme or impossible circumstance. What does it feel like to be enjoined to avenge your father’s murder? What is it like to banish your daughter or disavow your community? To murder? This book contends that Shakespearean theater, fundamentally oriented to the experiential, invites its audiences to entertain and to be entertained by what the philosopher Bernard Williams calls “a phenomenology of th
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18

Kellman, Noah. The Game Music Handbook. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190938680.001.0001.

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Writing music for games is an art that requires conceptual forethought, specialized technical skill, and a deep understanding of how players interact with games and game audio. The Game Music Handbook embarks on a journey through numerous soundscapes throughout video game history, exploring a series of concepts and techniques that are key to being a successful game music composer. This book organizes key game music scoring concepts into an applicable methodology, describing them with memorable distinctions that leave readers with a clear picture of how to apply them to creating music and sound
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