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Off Headset: Essays on Stage Management Work, Life, and Career - - Bog - Taylor & Francis Ltd - Plusbog.dk

Spy Ninjas Official Graphic Novel: Virtual Reality Madness! - Vannotes _ - Bog - Scholastic US - Plusbog.dk

Deep Dive - Ron Walters - Bog - Watkins Media Limited - Plusbog.dk

Lo and Behold - Wendy Mass - Bog - Random House USA Inc - Plusbog.dk

Understanding Islam at European Museums - Klas Grinell - Bog - Cambridge University Press - Plusbog.dk

10 Out of 12 - Anne Washburn - Bog - Samuel French Ltd - Plusbog.dk

Oculus Rift in Action - Karen Bryla - Bog - Manning Publications - Plusbog.dk

Oculus Rift in Action - Karen Bryla - Bog - Manning Publications - Plusbog.dk

DESCRIPTION The Oculus Rift is an exciting next generation VR headset developed by OculusVR. Whether it''s in a game, an architectural walk-through, or a teaching simulation, the goal of any immersive virtual reality experience is to make users feel like they''re in the middle of the action. With precise, high-quality optics and a flexible programmatic interface, the Rift provides real-life field of view and head tracking hardware for natural interaction that finally nails the feeling of being there. Oculus Rift in Action introduces the powerful Oculus Rift headset and shows how to integrate its many features into 3D games and other virtual reality experiences. First, it discusses the capabilities of the Rift hardware. Then, it provides interesting and instantly-relevant examples that walk readers through programming real applications using the Oculus SDK. Along the way, the book offers practical guidance on using the Rift''s sensors to produce a natural, fluid, immersive 3D experience; readers will be ready to hit the ground running with the first VR killer app when the consumer Rift is released! RETAIL SELLING POINTS An in depth guide for creating immersive VR experiences Shows the right way to create compelling VR applications Plenty of useful examples with detailed instructions AUDIENCE Readers can use this book even if they don''t yet own the Oculus Rift hardware. Some experience with C++ or another OO language is required for the programming examples. No previous knowledge of optics, display, or motion tracking is expected. ABOUT THE TECHNOLOGY The Oculus Rift is a VR headset with a field comparable to what you''d get if you surrounded yourself with an array of a dozen monitors. Combined with the wide field of view, it includes head-tracking hardware so that when you turn your head, the view automatically changes, creating a feeling of ''really being there''.

DKK 441.00
1

Rainbow Magic: Zelda the Gamer Fairy - Daisy Meadows - Bog - Hachette Children's Group - Plusbog.dk

Spillet - Emil Landgreen - Bog - Forlaget Bolden - Plusbog.dk

Wearable Solar Cell Systems - Denise (university Of Washington Wilson - Bog - Taylor & Francis Ltd - Plusbog.dk

The Snow Queen's Gaming Quest - Kesha Grant - Bog - Capstone Global Library Ltd - Plusbog.dk

Martin Lukes: Who Moved My BlackBerry? - Lucy Kellaway - Bog - Penguin Books Ltd - Plusbog.dk

Active Noise and Occlusion Effect Cancellation in Headphones and Hearing Aids - Dr Stefan Wilhelm Liebich - Bog - Verlag G. Mainz - Plusbog.dk

Active Noise and Occlusion Effect Cancellation in Headphones and Hearing Aids - Dr Stefan Wilhelm Liebich - Bog - Verlag G. Mainz - Plusbog.dk

The perception of one’s own voice is distorted when telephoning with headsets, or wearing hearing aids. The reason for this is the so-called occlusion effect, which occurs when ear canals are completely or partially closed by the headset or hearing aid. The occlusion causes amplification at low frequencies, and attenuation at high frequencies of one’s own voice. The unnatural perception of one’s own voice and of noise caused by chewing and swallowing are among the most common complaints of users. Furthermore, environmental noise might impair perception. In this thesis, both the unnatural perception of one’s own voice and the disturbance by environmental noise are tackled by a novel signal processing approach. The proposed solution solves the problem of the occlusion effect by actively emitting a compensation signal through the integrated loudspeaker. The approach is called Occlusion Effect Cancellation (OEC) and significantly improves the perception of one’s own voice and of the acoustic environment. This novel approach combines methods of active noise cancellation (ANC, Noise Cancelling Headphone) with a personalized design. The bilateral headset contains two additional microphones per side, one inner and one outer, to acquire signals for the calculation of the compensation signals. A correctly balanced processing of the two microphone signals results in a "digital ear opening" and a much more natural perception of both one’s own voice and of the environment. The extent of the digital ear opening is controllable. The system can also be operated as a noise cancelling headphone by changing the parameters to a conventional design to create an acoustic isolation from the environment. This thesis proposes a novel robust approach based on digital filtering to solve the described problems. A combination of feedback and feedforward filter design allows for either approaching personal silence or a natural perception of one’s own voice and the acoustic environment.

DKK 462.00
1

Imagine Listening - Ricardo Martinez - Bog - Titletown Publishing, LLC - Plusbog.dk

International Perspectives on Museum Management - - Bog - Taylor & Francis Ltd - Plusbog.dk

International Perspectives on Museum Management - - Bog - Taylor & Francis Ltd - Plusbog.dk

International Perspectives on Museum Management is the first volume of the ICOM Museum Practice series. Exploring contemporary practices in the field of museum management, the book demonstrates how strategic vision and effective leadership can enable museums to fulfil their varied roles and empower staff to achieve their individual and collective objectives. Gathering together contributions that shed light on key aspects of running a museum in different parts of the world, the volume examines a wide range of topical issues from a management perspective. Chapters within the volume focus on governance and operations, communication and marketing, accessibility and community engagement, the decline in public funding, sustainability and risk management and planning a new museum or a renewal. As a whole, the book demonstrates that competent and creative museum management is vital to museums’ ability to survive and thrive in the face of decreased investment in culture and shifting expectations on the roles that museums should play within society. Containing insights from respected museum professionals around the world and focusing on topical issues, International Perspectives on Museum Management will be essential reading for museum practitioners working in all types and sizes of museum. The book will also be of great interest to students and academics who have an interest in museum management. The Open Access version of this book, available at www.taylorfrancis.com , has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.

DKK 373.00
1

Sinful Sex - Utu - Bog - Denpa Books - Plusbog.dk

VRx - Brennan Spiegel - Bog - Basic Books - Plusbog.dk

Promise - - Bog - Flame Tree Publishing - Plusbog.dk

Promise - - Bog - Flame Tree Publishing - Plusbog.dk

Essential Bicycle Maintenance & Repair - Daimeon Shanks - Bog - Human Kinetics Publishers - Plusbog.dk

Rush B. Mobbet - Kit A. Rasmussen - Bog - Gyldendal - Plusbog.dk

Building Virtual Reality with Unity and SteamVR - Jeff W. Murray - Bog - Taylor & Francis Ltd - Plusbog.dk

Apple Vision Pro for Creators - John Ray - Bog - Pearson Education (US) - Plusbog.dk

Apple Vision Pro for Creators - John Ray - Bog - Pearson Education (US) - Plusbog.dk

For those who want to explore, imagine, and truly “Think different,” welcome to a journey of creation through the Apple Vision Pro. Apple Vision Pro for Creators: A Beginner’s Guide to Building Immersive Experiences introduces the Apple Vision Pro headset to creative enthusiasts, offering a guide to crafting experiences that leverage its unique features. Not a developer? No worries—code and concepts are introduced and explained in easy-to-understand terms. You’ll learn how to code 2D/3D applications, create immersive spaces, design procedural materials, use photogrammetry to build detailed 3D models, track user gestures, play spatial audio, and deliver your creations through the App Store or TestFlight. Cut through complexity and jargon using this guide and the accompanying exercises that make the most of Apple’s latest software. Readers will learn to leverage cutting-edge development tools and techniques as they - - Learn Apple Vision Pro core concepts and AR/VR terminology - - Master Apple development tools and languages while building interactive projects - - Explore how to scale experiences from simple windows to fully immersive spaces - - Build interactive 3D scenes with your own objects and materials - - Add lighting and spatial audio effects to enhance realism - - Seamlessly mix the real and virtual worlds with advanced object behaviors - - Implement assistive technologies to bring your work to a diverse audience -

DKK 382.00
1

Wearable Technology - Tom Bruno - Bog - Rowman & Littlefield - Plusbog.dk

Wearable Technology - Tom Bruno - Bog - Rowman & Littlefield - Plusbog.dk

Emerging devices are placing powerful computing abilities into the wardrobes of consumers through wearable technology which combines fashion and function in new and exciting ways. The most recognizable of these emerging gadgets is Google Glass. Wearable Technology: Smart Watches to Google Glass for Libraries provides a comprehensive overview of the current wearable technology landscape, the types of devices and functionality available, the benefits and limitations of this type of technology, and how you can make use of it in your library. Learn the ins and outs of Google Glass and other devices along with the privacy and other concerns that your organization needs to know about. With this informative handbook, Discover how you can utilize use these new tools for language translations, creating videos, providing mobile reference, and much more.In this “how-to” guide for incorporating wearable technology into your library’s services, programming, and activities, you will learn:•How to circulate wearable technology in your library•How to Use Google Glass as an Alternative to Traditional Info/Reference•How to Initiate a Wearable Technology Training Program for Library Staff•How to create first-person videos using GoPro Cameras•How to add real-time translation services using Google Glass•How to use wearable technology as a promotional tool for your library•Make Your Own Immersive Virtual Reality Headset using Google Cardboard

DKK 504.00
1