EEN BIJZONDER VIERTAL


Book Description

Een bijzonder viertal. Van het vreemdelingenlegioen naar het koninkrijk van Koning Jezus. In dit boek worden 4 bijzondere mannen beschreven. Zij brachten hun jeugd door in de wereld en leefden volop in de zonde. Hun leven in de wereld hebben zij zelf beschreven. Gijs was een grote schelm. Hij deed dienst als tamboer in het Franse leger in de strijd tegen de Russen. Ebe Kooistra was een echte avonturier. Hij diende in het Franse vreemdelingenlegioen. Hij deserteerde na hachelijke avonturen en doodsgevaar en kwam terug in Nederland. Willem Slootmaker leefde als een losgeslagen jongen in de omgeving van Oud-Beijerland. Hein Heuvelman leefde meer ingetogen, als binnenvaartschipper. De onuitsprekelijke liefde van Christus trok hen uit de macht van de duisternis en zette hen over in Zijn koninkrijk.




Making Sense of Virtual Risks


Book Description

Along with the rise of digital games over the past decades came an increased interest in using games for other purposes than entertainment. Although a few successes are known, much research seems to suggest little evidence for games’ advantages. Existing literature claims that more comprehensive, rigorous, and innovative studies are needed to investigate the effective design and use of games. To contribute to this emerging field, the author investigated the case of Levee Patroller. The target audience of this game, levee patrollers, are considered the “eyes and ears” of the Dutch water authorities. They inspect levees and report any risks they encounter. Similarly, in the game players have to find all virtual failures in a region and report these. If they do not find the failures in time or report them incorrectly, it could result in a levee breach that floods the whole virtual region. Using this game, an innovative game-based training was set up to prove its effectiveness in training inspection knowledge and skills, and to understand the contributing factors. In total, 147 levee patrollers from 3 water authorities in the Netherlands participated in a structured 3-week training which was evaluated using a quasi-experimental design with a mix of quantitative and qualitative methods. The results highlight a successful training. Clear evidence was found that the patrollers improved on their inspection knowledge and skills. But because how players perform in the game is most crucial for the game’s success as a training tool, future research should consider game design, data, and performance more elaborately.




Handbook of Virtual Environments


Book Description

This Handbook, with contributions from leading experts in the field, provides a comprehensive, state-of-the-art account of virtual environments (VE). It serves as an invaluable source of reference for practitioners, researchers, and students in this rapidly evolving discipline. It also provides practitioners with a reference source to guide their development efforts and addresses technology concerns, as well as the social and business implications with which those associated with the technology are likely to grapple. While each chapter has a strong theoretical foundation, practical implications are derived and illustrated via the many tables and figures presented throughout the book. The Handbook presents a systematic and extensive coverage of the primary areas of research and development within VE technology. It brings together a comprehensive set of contributed articles that address the principles required to define system requirements and design, build, evaluate, implement, and manage the effective use of VE applications. The contributors provide critical insights and principles associated with their given area of expertise to provide extensive scope and detail on VE technology. After providing an introduction to VE technology, the Handbook organizes the body of knowledge into five main parts: *System Requirements--specifies multimodal system requirements, including physiological characteristics that affect VE system design. *Design Approaches and Implementation Strategies--addresses cognitive design strategies; identifies perceptual illusions that can be leveraged in VE design; discusses navigational issues, such as becoming lost within a virtual world; and provides insights into structured approaches to content design. *Health and Safety Issues--covers direct physiological effects, signs, symptoms, neurophysiology and physiological correlates of motion sickness, perceptual and perceptual-motor adaptation, and social concerns. *Evaluation--addresses VE usability engineering and ergonomics, human performance measurement in VEs, usage protocols; and provides means of measuring and managing visual, proprioceptive, and vestibular aftereffects, as well as measuring and engendering sense of presence. *Selected Applications of Virtual Environments--provides a compendium of VE applications. The Handbook closes with a brief review of the history of VE technology. The final chapter provides information on the VE profession, providing those interested with a number of sources to further their quest for the keys to developing the ultimate virtual world.




Designing Virtual Worlds


Book Description

This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.




Virtual Immortality - God, Evolution, and the Singularity in Post- and Transhumanism


Book Description

In recent years, ideas of post- and transhumanism have been popularized by novels, TV series, and Hollywood movies. According to this radical perspective, humankind and all biological life have become obsolete. Traditional forms of life are inefficient at processing information and inept at crossing the high frontier: outer space. While humankind can expect to be replaced by their own artificial progeny, posthumanists assume that they will become an immortal part of a transcendent superintelligence. Krüger's award-winning study examines the historical and philosophical context of these futuristic promises by Ray Kurzweil, Nick Bostrom, Frank Tipler, and other posthumanist thinkers.




Identity and Leadership in Virtual Communities: Establishing Credibility and Influence


Book Description

The presence and ubiquity of the internet continues to transform the way in which we identify ourselves and others both online and offline. The development of virtual communities permits users to create an online identity to interact with and influence one another in ways that vary greatly from face-to-face interaction. Identity and Leadership in Virtual Communities: Establishing Credibility and Influence explores the notion of establishing an identity online, managing it like a brand, and using it with particular members of a community. Bringing together a range of voices exemplifying how participants in online communities influence one another, this book serves as an essential reference for academicians, researchers, students, and professionals, including bloggers, software designers, and entrepreneurs seeking to build and manage their engagement online.




Virtual Space


Book Description

Containing the edited research papers resulting from an ambitious, cross-disciplinary research project, this volume examines the spatiality of virtual inhabited 3D worlds - virtual reality and cyberspace. (Three other volumes look at Interaction, Staging and Methodology.) It is about the communication spaces emerging at the Internet and supported by special 3D interfaces. It is also about the virtual spaces created by virtual reality hardware (CAVEs, panoramic screens, head mounted display systems etc.) and software. Virtual Space: Spatiality in Virtual Inhabited 3D Worlds is interdisciplinary. It deals with philosophical, psychological, communicational, technological and aesthetic aspects of space. While philosophy raises the question concerning the ontology of space - what is space - psychology deals with our perception of space. Communication theory looks at the way in which space supports communication (i.e. that space is a medium for communication), and finally aesthetic analyses exemplify the use of virtual space in virtual cities, in museums and in art.




Augmented Cognition. Human Cognition and Behavior


Book Description

This book constitutes the refereed proceedings of 14th International Conference on Augmented Cognition, AC 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020, in July 2020. The conference was planned to be held in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters has been accepted for publication in the HCII 2020 proceedings. The 21 papers presented in this volume were organized in topical sections as follows: cognitive modeling, perception, emotion and interaction; electroencephalography and BCI; and AI and augmented cognition.




The Virtual Dimension


Book Description

"The Virtual Dimension critically examines the role that digital and immersive technologies have on the methods used by architects, designers, and artists to conceptualize and represent both real and virtual spaces. Interdisciplinary in nature, the essays included here address the implications of "going virtual" from a variety of cultural and theoretical viewpoints."--BOOK JACKET.Title Summary field provided by Blackwell North America, Inc. All Rights Reserved




Technology and Sustainable Development


Book Description

Technological change is at the core of all major disruptions in human history, and revolutions, wars, and general development are regularly connected to some sort of technological change. However, not all development is beneficial. While technology has fueled great innovations and rapid development, the notion of sustainable development has gained prominence as we now experience serious social, economic, and environmental challenges. This book examines whether technology can be used to fix the very problems caused by technology, as the various chapters examine different aspects related to how technology has brought us where we are today (which some will say is the best place humanity’s been at according to a range of metrics), and whether technology helps or hinders us in our efforts to solve the challenges we currently face. The issues discussed cover the three sustainability dimensions and include topics such as the materiality of AI, technology in education, AI for gender equality, innovation and the digital divide, and how technology relates to power, the political system, and capitalism. The chapters all build on the theoretical backdrop of technological change, sustainable development, and the UN’s Sustainable Development Goals are actively used throughout this book, both to examine how these goals capture or overlook central elements of sustainable development, and also to facilitate and create a common framework of engagement between the chapters. This book provides a novel combination of traditional theories that are explored through different case studies, providing the ground for a better understanding of how and when technology can –and cannot –be the enabler of sustainable development. It is thus an important resource for students of all disciplines, technologists, and those developing and applying new technologies. It is also a valuable resource for politicians and regulators attempting to harness the power of technology for good, while limiting its negative potential. 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. Funded by Ostfold University College.