The Out-of-Home Immersive Entertainment Frontier

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Author :
Release : 2017-03-02
Genre : Business & Economics
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Book Rating : 59X/5 ( reviews)

The Out-of-Home Immersive Entertainment Frontier - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook The Out-of-Home Immersive Entertainment Frontier write by Kevin Williams. This book was released on 2017-03-02. The Out-of-Home Immersive Entertainment Frontier available in PDF, EPUB and Kindle. Digital Out of Home Entertainment is rather an arcane description for one of the fastest growing technology-sectors. These forms of interactive technology, often established on a 'pay per use' basis are transforming the customer experience in shops, cinemas, museums; almost any environment where consumers are congregating. Kevin Williams and Michael Mascioni's The Out-of-Home Immersive Entertainment Frontier provides a 'state of play' exploration of the successes, the emerging new applications and the strategies that inform them. The authors interviewed nearly 70 leading executives from many familiar organisations in every facet of the digital out-of-home entertainments industry. The result is an essential guide for entertainment executives as well as those involved in retailing, the hotel industry, mobile communications, museums and heritage.

The VR Book

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Release : 2015-09-01
Genre : Computers
Kind :
Book Rating : 143/5 ( reviews)

The VR Book - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook The VR Book write by Jason Jerald. This book was released on 2015-09-01. The VR Book available in PDF, EPUB and Kindle. 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.

Computer Games and Immersive Entertainment

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Author :
Release : 2019
Genre : Games & Activities
Kind :
Book Rating : 181/5 ( reviews)

Computer Games and Immersive Entertainment - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Computer Games and Immersive Entertainment write by Chrissie Scelsi. This book was released on 2019. Computer Games and Immersive Entertainment available in PDF, EPUB and Kindle. The U.S. video game industry revenue has continued to grow to a total of $36 billion in both hardware and software sales, more than doubling in less than a decade. Fueling this growth at breakneck speed is the evolution of technology. With the rapid expansion of the video game and immersive entertainment industry and technology's continued evolution, intellectual property law plays an increasingly prominent role in this arena. Game developers routinely wrestle with all aspects of IP law and need informed legal counsel on a multitude of issues, including end-user license agreements, ownership of user-generated content, the scope of copyright protection, remedies for trade secret appropriation, approaches for simulating reality without running afoul of existing trademark rights of real-world companies and people, and more. Providing a one-of-a-kind aid for counseling clients about the issues involved in the industry, the second edition of Computer Games and Immersive Entertainment covers a broad range of topics to help lawyers develop creative solutions to protect their clients while still engaging the players and end-users. Topics include: - Contracts, including EULAs, TOS, and TOU agreements- Copyrights- Patents- Trademarks- Trade secrets- Rights of publicity- International considerations, and more

The Experience Economy

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Release : 1999
Genre : Business & Economics
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Book Rating : 198/5 ( reviews)

The Experience Economy - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook The Experience Economy write by B. Joseph Pine. This book was released on 1999. The Experience Economy available in PDF, EPUB and Kindle. This text seeks to raise the curtain on competitive pricing strategies and asserts that businesses often miss their best opportunity for providing consumers with what they want - an experience. It presents a strategy for companies to script and stage the experiences provided by their products.

Cyberpunk

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Release : 1995-11
Genre : Science
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Book Rating : 620/5 ( reviews)

Cyberpunk - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Cyberpunk write by Katie Hafner. This book was released on 1995-11. Cyberpunk available in PDF, EPUB and Kindle. Using the exploits of three international hackers, Cyberpunk explores the world of high-tech computer rebels and the subculture they've created. In a book as exciting as any Ludlum novel, the authors show how these young outlaws have learned to penetrate the most sensitive computer networks and how difficult it is to stop them.