Immersed: A Writer's Guide to Virtual Reality Productivity

Immersed: A Writer's Guide to Virtual Reality Productivity
Author: Michaela Wirtz
Publisher: Merrywidow Publishing LLC
Total Pages: 137
Release: 2024-10-28
Genre: Computers
ISBN:

Immersed: Transform Your Writing Process with Virtual Reality Unlock your creative potential with virtual reality and take your writing to new heights—because the future of productivity starts now. Are you ready to revolutionize the way you write? Immersed: A Writer's Guide to Virtual Reality Productivity is your essential guide to harnessing virtual reality's power to boost your writing focus, creativity, and productivity. Step into a virtual writing environment where distractions disappear and your imagination takes center stage. This book will show you how to use Immersed, the cutting-edge VR app, to create a workspace that enhances your creative mindset and streamlines your content creation process. What You’ll Learn: Navigate Immersed Like a Pro: Step-by-step tutorials that guide you through setting up and customizing your virtual workspace. Distraction-Free Writing: How to set up your own VR workspace to maintain laser focus and minimize interruptions. Collaborate Seamlessly: Discover the power of real-time collaboration in virtual environments, making teamwork more efficient than ever. Boost Productivity: Proven strategies to streamline your writing sessions and produce higher-quality work in less time. Whether you're a seasoned writer looking to optimize your writing experience or a newcomer eager to explore the possibilities of virtual reality, Immersed provides the tools and insights you need to take your writing to the next level. Don’t miss out on the future of writing. Grab your copy of Immersed: Transform Your Writing Process with Virtual Reality and unlock your creative potential today!

Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do

Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do
Author: Jeremy Bailenson
Publisher: W. W. Norton & Company
Total Pages: 217
Release: 2018-01-30
Genre: Computers
ISBN: 0393253708

“If you want to understand the most immersive new communications medium to come along since cinema… I’d suggest starting with Mr. Bailenson’s [book].” —Wall Street Journal Virtual reality is able to effectively blur the line between reality and illusion, granting us access to any experience imaginable. These experiences, ones that the brain is convinced are real, will soon be available everywhere. In Experience on Demand, Jeremy Bailenson draws upon two decades spent researching the psychological effects of VR to help readers understand its upsides and possible downsides. He offers expert guidelines for interacting with VR, and describes the profound ways this technology can be put to use to hone our performance, help us recover from trauma, improve our learning, and even enhance our empathic and imaginative capacities so that we treat others and ourselves better.

New Realities in Audio

New Realities in Audio
Author: Stephan Schütze
Publisher: CRC Press
Total Pages: 565
Release: 2018-01-29
Genre: Computers
ISBN: 1351727435

The new realities are here. Virtual and Augmented realities and 360 video technologies are rapidly entering our homes and office spaces. Good quality audio has always been important to the user experience, but in the new realities, it is more than important, it’s essential. If the audio doesn’t work, the immersion of the experience fails and the cracks in the new reality start to show. This practical guide helps you navigate the challenges and pitfalls of designing audio for these new realities. This technology is different from anything we’ve seen before and requires an entirely new approach; this book will introduce the broad concepts you need to know before delving into the practical detail you need. Key Features This book covers audio for all types of new reality technology. At the moment, VR and 360 video are getting a lot of press, but in a few years we will be hearing a lot more about Augmented and Mixed reality technologies as well. A practical guide to creating, designing and implementing audio for this new technology by a leading sound design and implementation expert. Conceptual explanations address the new approaches necessary to designing effective audio for the new realities. Real-world examples and analysis of what does and does not work including detailed case study discussions.

The VR Book

The VR Book
Author: Jason Jerald
Publisher: Morgan & Claypool
Total Pages: 637
Release: 2015-09-01
Genre: Computers
ISBN: 1970001135

This is a strong foundation of human-centric virtual reality design for anyone and everyone involved in creating VR experiences. Without a clear understanding of the human side of virtual reality (VR), the experience will always fail. The VR Book bridges this gap by focusing on human-centered design. Creating compelling VR applications is an incredibly complex challenge. When done well, these experiences can be brilliant and pleasurable, but when done badly, they can result in frustration and sickness. Whereas limitations of technology can cause bad VR execution, problems are oftentimes caused by a lack of understanding human perception, interaction, design principles, and real users. This book focuses on the human elements of VR, such as how users perceive and intuitively interact with various forms of reality, causes of VR sickness, creating useful and pleasing content, and how to design and iterate upon effective VR applications. This book is not just for VR designers, it is for managers, programmers, artists, psychologists, engineers, students, educators, and user experience professionals. It is for the entire VR team, as everyone contributing should understand at least the basics of the many aspects of VR design. The industry is rapidly evolving, and The VR Book stresses the importance of building prototypes, gathering feedback, and using adjustable processes to efficiently iterate towards success. It contains extensive details on the most important aspects of VR, more than 600 applicable guidelines, and over 300 additional references.

Cinematic Virtual Reality

Cinematic Virtual Reality
Author: Kath Dooley
Publisher: Springer Nature
Total Pages: 146
Release: 2021-04-27
Genre: Art
ISBN: 3030721477

With reference to traditional film theory and frameworks drawn from fields such as screenwriting studies and anthropology, this book explores the challenges and opportunities for both practitioners and viewers offered by the 360-degree storytelling form. It focuses on cinematic virtual reality (CVR), a format that involves immersive, high quality, live action or computer-generated imagery (CGI) that can be viewed through head mounted display (HMD) goggles or via online platforms such as YouTube. This format has surged in popularity in recent years due to the release of affordable high quality omnidirectional (360-degree) cameras and consumer grade HMDs. The book interrogates four key concepts for this emerging medium: immersion, presence, embodiment and proximity through an analysis of innovative case studies and with reference to practitioner interviews. In doing so, it highlights the specificity of the format and provides a critical account of practitioner approaches to the concept development, writing and realisation of short narrative CVR works. The book concludes with an account of the author’s practice-led research into the form, providing a valuable example of creative practice in the field of immersive media.

Immersion

Immersion
Author: Ted Conover
Publisher: University of Chicago Press
Total Pages: 183
Release: 2016-10-24
Genre: Language Arts & Disciplines
ISBN: 022611323X

Over three and a half decades, Ted Conover has ridden the rails with hoboes, crossed the border with Mexican immigrants, guarded prisoners in Sing Sing, and inspected meat for the USDA. His books and articles chronicling these experiences, including the award-winning Newjack: Guarding Sing Sing, have made him one of the premier practitioners of immersion reporting. In immersion reporting—a literary cousin to ethnography, travel writing, and memoir—the writer fully steps into a new world or culture, participating in its trials, rites, and rituals as a member of the group. The end results of these firsthand experiences are familiar to us from bestsellers such as Nickel and Dimed and Behind the Beautiful Forevers. But in a world of wary strangers, where does one begin? Conover distills decades of knowledge into an accessible resource aimed at writers of all levels. He covers how to “get into” a community, how to conduct oneself once inside, and how to shape and structure the stories that emerge. Conover is also forthright about the ethics and consequences of immersion reporting, preparing writers for the surprises that often surface when their piece becomes public. Throughout, Conover shares anecdotes from his own experiences as well as from other well-known writers in this genre, including Alex Kotlowitz, Anne Fadiman, and Sebastian Junger. It’s a deep-in-the-trenches book that all aspiring immersion writers should have in hand as they take that first leap into another world.

Narrative as Virtual Reality 2

Narrative as Virtual Reality 2
Author: Marie-Laure Ryan
Publisher: JHU Press
Total Pages: 304
Release: 2015-12-01
Genre: Literary Criticism
ISBN: 1421417987

Rethinking textuality, mimesis, and the cognitive processing of texts in light of new modes of artistic world construction. Winner of the Aldo and Jeanne Scaglione Prize for Comparative Literary Studies from the Modern Language Association of America Is there a significant difference between engagement with a game and engagement with a movie or novel? Can interactivity contribute to immersion, or is there a trade-off between the immersive “world” aspect of texts and their interactive “game” dimension? As Marie-Laure Ryan demonstrates in Narrative as Virtual Reality 2, the questions raised by the new interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions. Approaching the idea of virtual reality as a metaphor for total art, Ryan applies the concepts of immersion and interactivity to develop a phenomenology of narrative experience that encompasses reading, watching, and playing. The book weighs traditional literary narratives against the new textual genres made possible by the electronic revolution of the past thirty years, including hypertext, electronic poetry, interactive drama, digital installation art, computer games, and multi-user online worlds like Second Life and World of Warcraft. 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. Following the cognitive approaches that have rehabilitated immersion as the product of fundamental processes of world-construction and mental simulation, she details the many forms that interactivity has taken—or hopes to take—in digital texts, from determining the presentation of signs to affecting the level of story.

The Internet Is Not the Answer

The Internet Is Not the Answer
Author: Andrew Keen
Publisher: Open Road + Grove/Atlantic
Total Pages: 249
Release: 2015-01-06
Genre: Computers
ISBN: 0802192319

The renowned Internet commentator and author of How to Fix the Future“expos[es] the greed, egotism and narcissism that fuels the tech world” (Chicago Tribune). The digital revolution has contributed to the world in many positive ways, but we are less aware of the Internet’s deeply negative effects. The Internet Is Not the Answer, by longtime Internet skeptic Andrew Keen, offers a comprehensive look at what the Internet is doing to our lives. The book traces the technological and economic history of the Internet, from its founding in the 1960s through the rise of big data companies to the increasing attempts to monetize almost every human activity. In this sharp, witty narrative, informed by the work of other writers, reporters, and academics, as well as his own research and interviews, Keen shows us the tech world, warts and all. Startling and important, The Internet Is Not the Answer is a big-picture look at what the Internet is doing to our society and an investigation of what we can do to try to make sure the decisions we are making about the reconfiguring of our world do not lead to unpleasant, unforeseen aftershocks. “Andrew Keen has written a very powerful and daring manifesto questioning whether the Internet lives up to its own espoused values. He is not an opponent of Internet culture, he is its conscience, and must be heard.” —Po Bronson, #1 New York Times–bestselling author

Virtual Realities

Virtual Realities
Author: Stuart Marshall Bender
Publisher: Springer Nature
Total Pages: 219
Release: 2021-09-23
Genre: Social Science
ISBN: 3030825477

Virtual Realities presents a ground-breaking application of phenomenology as a critical method to explore the impact of immersive media. Specific case studies examine 360-degree documentary productions about trauma, virtual military simulations, VR exposure therapy for anxiety and posttraumatic stress disorder, and the emerging debate about regulating violent content in immersive media gaming. By addressing these texts primarily as experiences, Virtual Realities deploys an analytic and critical methodology that is sensitive to the bodily and cognitive impact of immersive media, especially via the body of an appropriately attentive researcher-critic. Virtual Realities provokes a rethinking of many of the taken-for-granted ideas and assumptions circulating in the field of immersive media. These include concepts of empathy, embodiment, the affective impact of textual and immersive properties on the users’ experience, as well as the “gee-whizz” mentality often associated with approaches to the medium. The case studies provide fresh engagement with immersive media such as cinematic VR at a time when dominant attitudes about the technology display an evangelical fascination with VR and other mixed realities as inexorably beneficial. Virtual Realities makes a compelling case for VR-phenomenology to be employed as a methodology by humanities scholars and also in cross-disciplinary applications of immersive media in fields such as psychology, human-computer interaction studies and the health sciences.