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This book takes the concept of “dark tourism”—journeys to sites of death, suffering, and calamity—in an innovative yet essential direction by applying it to the virtual realms of literature, film and television, the Internet, and gaming. Essays focus both on the creative construction of imaginary journeys and the historiographic and civic consequences of such memorializations. From World War II time-travel novels to Game of Thrones, and from Internet reproductions of Rwandan genocide locations to invented tragedies in futuristic domains, authors from various fields examine the purpose and influence of simulated travels to morbid sites. Designed for a wide audience of scholars and travelers virtual and real, this volume raises awareness about the many pathways through which we encounter death experiences in contemporary society. What we know about the past—or, what we think we know about it—is shaped daily by such imagined journeys as these.
A fascinating exploration of the history, development, and future of virtual reality, a technology with world-changing potential, written by award-winning journalist and author David Ewalt, stemming from his 2015 Forbes cover story about the Oculus Rift and its creator Palmer Luckey. You’ve heard about virtual reality, seen the new gadgets, and read about how VR will be the next big thing. But you probably haven’t yet realized the extent to which this technology will change the way we live. We used to be bound to a physical reality, but new immersive computer simulations allow us to escape our homes and bodies. Suddenly anyone can see what it’s like to stand on the peak of Mount Everest. A person who can’t walk can experience a marathon from the perspective of an Olympic champion. And why stop there? Become a dragon and fly through the universe. But it’s not only about spectacle. Virtual and augmented reality will impact nearly every aspect of our lives—commerce, medicine, politics—the applications are infinite. It may sound like science fiction, but this vision of the future drives billions of dollars in business and is a top priority for such companies as Facebook, Google, and Sony. Yet little is known about the history of these technologies. In Defying Reality, David M. Ewalt traces the story from ancient amphitheaters to Cold War military laboratories, through decades of hype and failure, to a nineteen-year-old video game aficionado who made the impossible possible. Ewalt looks at how businesses are already using this tech to revolutionize the world around us, and what we can expect in the future. Writing for a mainstream audience as well as for technology enthusiasts, Ewalt offers a unique perspective on VR. With firsthand accounts and on-the-ground reporting, Defying Reality shows how virtual reality will change our work, our play, and the way we relate to one another.
Gamer gal, Olivia, has been waiting impatiently for the new virtual reality game for women, Victorian Vamps and Vixens in Virtual Reality, ever since she started playing the Ruby Heart Virtual Reality games a year ago in her local VR gaming facility. Finally, the game has been released, and Olivia wastes no time trying it out. She’s one of the first to experience the spicy new game that will transport her virtually into the gaslit streets of Victorian London, where her love of historical paranormal romance can be played out with roguishly handsome vampires—in cravats, of course. Olivia has always felt she was born in the wrong century, and virtually experiencing Victorian London is a dream come true for her. Add in vampires and spice and everything not so nice, and it’s the perfect game to satisfy her curiosity—in more ways than one—wink, wink. To find out what spicy debauchery is in store for gamer gal, Olivia, unlock the story within and fall into a brand new virtual reality of Fanged Rogues and Dark Alcoves. Adventure awaits!
Pulitzer Prize–winning author Richard Powers's Plowing the Dark recasts the rules of the novel and remains one his most daring works—a mesmerizing fiction explores the imagination's power to both destroy and save. In a digital laboratory on the shores of Puget Sound, a band of virtual-reality researchers races to complete the Cavern, an empty white room that can become a jungle, a painting, or a vast Byzantine cathedral. In a war-torn Mediterranean city, an American is held hostage, chained to a radiator in another empty white room. What can possibly join these two remote places? Only the shared imagination, a room that these people unwittingly build in common, where they are all about to meet. Adie Klarpol, a skilled but disillusioned artist, comes back to life, revived by the thrill of working with cutting-edge technology. Against the collapse of Cold War empires and the fall of the Berlin Wall, she retreats dangerously into the cyber-realities she has been hired to create. On the other side of the globe, Taimur Martin, an English teacher recovering from a failed love affair, is picked up off the streets in Beirut by Islamic fundamentalists and held in solitary captivity. "Mention Richard Powers' name to other writers and see them get that faraway look in their eyes: They are calculating the eventual reach of his influence." —Sven Birkerts, Esquire
"In Dark Future: Uncovering the Great Reset’s Terrifying Next Phase, New York Times bestselling authors Glenn Beck and Justin Haskins reveal the most important technologies and social and cultural changes that will soon cause an unprecedented level of disruption in the United States, as well as in countless other nations. They also outline the dangers and opportunities associated with these disruptions and provide a plan to protect individuals and families from losing their liberty." --Amazon.
“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.
While there is much agreement about the scope of sexual violence, how to go about preventing it before it occurs is the subject of much debate. This unique interdisciplinary collection investigates the philosophy and practice of primary prevention of sexual violence within education institutions and the broader community.
"Join Max and Betty 3.5, and their virtual penguin buddy Linus, as they explore the darkest recesses of the Internet"--Page 4 of cover
The Microsoft interdisciplinary scientist largely credited with popularizing virtual reality reflects on his lifelong relationship with technology, showing VR's ability to illuminate and amplify our understanding of our species and how the brain and body connect to the world. By the author of You Are Not a Gadget. --Publisher.