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"Reality."
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Reacting to Reality Television
by
Skeggs, Beverley
,
Wood, Helen
in
Communication Studies
,
Mass Communication
,
Media & Communications
2012
The unremitting explosion of reality television across the schedules has become a sustainable global phenomenon generating considerable popular and political fervour.
The zeal with which television executives seize on the easily replicated formats is matched equally by the eagerness of audiences to offer themselves up as television participants for others to watch and criticise. But how do we react to so many people breaking down, fronting up, tearing apart, dominating, empathising, humiliating, and seemingly laying bare their raw emotion for our entertainment? Do we feel sad when others are sad? Or are we relieved by the knowledge that our circumstances might be better? As reality television extends into the experiences of the everyday, it makes dramatic and often shocking the mundane aspects of our intimate relations, inviting us as viewers into a volatile arena of mediated morality.
This book addresses the impact of this endless opening out of intimacy as an entertainment trend that erodes the traditional boundaries between spectator and performer demanding new tools for capturing television's relationships with audiences. Rather than asking how the reality television genre is interpreted as 'text' or representation the authors investigate the politics of viewer encounters as interventions, evocations, and more generally mediated social relations.
The authors show how different reactions can involve viewers in tournaments of value, as women viewers empathise and struggle to validate their own lives. The authors use these detailed responses to challenge theories of the self, governmentality and ideology.
A must read for both students and researchers in audience studies, television studies and media and communication studies.
Virtual reality and augmented reality : myths and realities
Virtual Reality (VR) and Augmented Reality (AR) are two expressions that have recently appeared in the media but which remain largely unknown to the general public and professional world. This book aims to improve our understanding of these technologies by exploring the way in which they function and the applications we can expect for future users. VR and AR have existed for a long time but have primarily been limited, until now, to the research domain and a few large companies. The emergence of new low-cost devices (HMDs, sensors, etc.) has led to the rise of new applications for the wider public. In order to appreciate the advantages these new technologies bring, as well as the flaws which remain to be rectified, this book defines fundamental concepts and describes practical usage examples. These recent technological developments are then placed within a temporal dynamic by recalling the major evolutions of the past ten years and by providing some prospective avenues for the future.
Extended Reality in Spatial Sciences: A Review of Research Challenges and Future Directions
by
Snopková, Dajana
,
Madden, Marguerite
,
Lock, Oliver
in
Augmented reality
,
augmented reality (AR)
,
Computer Science
2020
This manuscript identifies and documents unsolved problems and research challenges in the extended reality (XR) domain (i.e., virtual (VR), augmented (AR), and mixed reality (MR)). The manuscript is structured to include technology, design, and human factor perspectives. The text is visualization/display-focused, that is, other modalities such as audio, haptic, smell, and touch, while important for XR, are beyond the scope of this paper. We further narrow our focus to mainly geospatial research, with necessary deviations to other domains where these technologies are widely researched. The main objective of the study is to provide an overview of broader research challenges and directions in XR, especially in spatial sciences. Aside from the research challenges identified based on a comprehensive literature review, we provide case studies with original results from our own studies in each section as examples to demonstrate the relevance of the challenges in the current research. We believe that this paper will be of relevance to anyone who has scientific interest in extended reality, and/or uses these systems in their research.
Journal Article
Reality+ : virtual worlds and the problems of philosophy
\"A leading philosopher takes a mind-bending journey through virtual worlds, illuminating the nature of reality and our place within it. Virtual reality is genuine reality. That's the central thesis of Reality+. In a highly original work of \"technophilosophy,\" David J. Chalmers argues that virtual worlds generated by computers are not second-class worlds. We can live a meaningful life in virtual reality. We may even be living in a computer simulation already-and if we are, that's not so bad. What is reality, anyway? How do we know there's an external world? What's the relation between mind and body? How can we lead a good life? Is there a god? In Reality+, Chalmers conducts a grand tour of philosophy, using virtual worlds to illuminate all of these questions and to provide new answers to many of them. Studded with illustrations that bring philosophical issues to life, Reality+ is a major statement that will shape discussion of philosophy and technology for years to come\"-- Provided by publisher.
In-Depth Review of Augmented Reality: Tracking Technologies, Development Tools, AR Displays, Collaborative AR, and Security Concerns
by
Nadeem, Adnan
,
Alkhodre, Ahmad B.
,
Namoun, Abdallah
in
Augmented Reality
,
augmented reality review
,
Blockchain
2022
Augmented reality (AR) has gained enormous popularity and acceptance in the past few years. AR is indeed a combination of different immersive experiences and solutions that serve as integrated components to assemble and accelerate the augmented reality phenomena as a workable and marvelous adaptive solution for many realms. These solutions of AR include tracking as a means for keeping track of the point of reference to make virtual objects visible in a real scene. Similarly, display technologies combine the virtual and real world with the user’s eye. Authoring tools provide platforms to develop AR applications by providing access to low-level libraries. The libraries can thereafter interact with the hardware of tracking sensors, cameras, and other technologies. In addition to this, advances in distributed computing and collaborative augmented reality also need stable solutions. The various participants can collaborate in an AR setting. The authors of this research have explored many solutions in this regard and present a comprehensive review to aid in doing research and improving different business transformations. However, during the course of this study, we identified that there is a lack of security solutions in various areas of collaborative AR (CAR), specifically in the area of distributed trust management in CAR. This research study also proposed a trusted CAR architecture with a use-case of tourism that can be used as a model for researchers with an interest in making secure AR-based remote communication sessions.
Journal Article
Reality : a very short introduction
by
Westerhoff, Jan
in
Reality.
'What is real?' has been one of the key questions of philosophy since its beginning in antiquity. But it is not just a question that philosophers ask. This Very Short Introduction discusses what reality is by looking at a variety of arguments, theories, and thought-experiments from philosophy, physics, and cognitive science.
A Review of Extended Reality (XR) Technologies for Manufacturing Training
by
Wessels, Callen
,
Jaiswal, Ashish
,
Doolani, Sanika
in
Augmented reality
,
augmented reality (AR)
,
Cognition & reasoning
2020
Recently, the use of extended reality (XR) systems has been on the rise, to tackle various domains such as training, education, safety, etc. With the recent advances in augmented reality (AR), virtual reality (VR) and mixed reality (MR) technologies and ease of availability of high-end, commercially available hardware, the manufacturing industry has seen a rise in the use of advanced XR technologies to train its workforce. While several research publications exist on applications of XR in manufacturing training, a comprehensive review of recent works and applications is lacking to present a clear progress in using such advance technologies. To this end, we present a review of the current state-of-the-art of use of XR technologies in training personnel in the field of manufacturing. First, we put forth the need of XR in manufacturing. We then present several key application domains where XR is being currently applied, notably in maintenance training and in performing assembly task. We also reviewed the applications of XR in other vocational domains and how they can be leveraged in the manufacturing industry. We finally present some current barriers to XR adoption in manufacturing training and highlight the current limitations that should be considered when looking to develop and apply practical applications of XR.
Journal Article
Metaverse
2022
The Metaverse is the post-reality universe, a perpetual and persistent multiuser environment merging physical reality with digital virtuality. It is based on the convergence of technologies that enable multisensory interactions with virtual environments, digital objects and people such as virtual reality (VR) and augmented reality (AR). Hence, the Metaverse is an interconnected web of social, networked immersive environments in persistent multiuser platforms. It enables seamless embodied user communication in real-time and dynamic interactions with digital artifacts. Its first iteration was a web of virtual worlds where avatars were able to teleport among them. The contemporary iteration of the Metaverse features social, immersive VR platforms compatible with massive multiplayer online video games, open game worlds and AR collaborative spaces.
Journal Article