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Metaverse / by Khan, Ian,author.(CARDINAL)862610;
"Your first step to understanding what the metaverse is all about... You've probably heard that the metaverse--a word that seemingly went from nonexistent to everywhere--is the next big thing in technology. What is it, anyway? Written by a leading futurist, Metaverse For Dummies unravels the mysteries of the metaverse, for the curious and for anyone looking to get in on the ground floor. Discover how to carve out your niche in the metaverse with easy-to-understand breakdowns of the major technologies and platforms, a guide to doing business in the metaverse, and explorations of what meta means for sports, education, and just about every other area of life. The book even gives you a guide to safety in the metaverse, including how much of your real life you should share in your virtual one. This book answers all the big questions about the metaverse, in simple terms. Explore the metaverse and the major players. Get a look at how the metaverse will disrupt industries from gaming to online commerce. Discover business opportunities on the metaverse. Dive into metaverse gaming and virtual events--safely. This book is a must for anyone looking for an approachable primer on what the metaverse is, how it works, and the opportunities within it"--Introduction -- Part 1: Getting started with the metaverse. Making sense of the metaverse -- Investigating metaverse platforms -- Staying safe in the metaverse -- Mastering money in the metaverse -- Part 2: Engaging in hobbies and personal interests. Getting into experiential gaming -- All about headsets -- Getting quipped to game in the metaverse -- Enjoying entertainment in the metaverse -- Getting involved with your interests in the metaverse -- Part 3: Creating a business in the metaverse. Getting familiar with business essentials -- Getting the word out to the metaverse -- The future of work in the metaverse -- Hiring, training, and connecting employees -- Part 4: The future of industry in the metaverse. Teaching and learning in the metaverse -- Health care, fitness, and well-being -- Moving events into the metaverse -- Woo-hoo! Going meta in sports and gaming -- Part 5: The part of tens. Ten ways the metaverse can help businesses -- Ten use cases in the metaverse.
Subjects: Handbooks and manuals.; Metaverse.; Computers and civilization.; Human-computer interaction.; Shared virtual environments; Information technology; Virtual reality; Technology and civilization.;
Available copies: 11 / Total copies: 12
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Ready player two [sound recording] / by Cline, Ernest,author.(CARDINAL)346811; Wheaton, Wil,narrator.(CARDINAL)351223;
Read by Wil Wheaton.Days after winning OASIS founder James Halliday's contest, Wade Watts makes a discovery that changes everything. Hidden within Halliday's vaults, waiting for his heir to find, lies a technological advancement that will once again change the world and make the OASIS a thousand times more wondrous, and addictive, than even Wade dreamed possible. With it comes a new riddle, and a new quest, a last Easter egg from Halliday, hinting at a mysterious prize. And an unexpected, impossibly powerful, and dangerous new rival awaits, one who'll kill millions to get what he wants. Wade's life and the future of the OASIS are again at stake, but this time the fate of humanity also hangs in the balance.
Subjects: Science fiction.; Dystopian fiction.; Audiobooks.; Sound recordings.; Shared virtual environments; Regression (Civilization); Virtual reality; Utopias; Puzzles; Easter eggs (Computer programs); Treasure troves;
Available copies: 23 / Total copies: 26
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Tron, legacy [videorecording] / by Bailey, Sean,1970-; Boxleitner, Bruce.(CARDINAL)530268; Bridges, Jeff,1949-(CARDINAL)759402; Frain, James.; Garrett, Beau,1982-; Hedlund, Garrett,1985-; Horowitz, Adam.(CARDINAL)685920; Kitsis, Eddy.(CARDINAL)593195; Klugman, Brian,1975-; Kosinski, Joseph,1974-; Lisberger, Steven.(CARDINAL)779944; MacBird, Bonnie.(CARDINAL)353520; Sheen, Michael.(CARDINAL)343262; Silver, Jeffrey.; Sternthal, Lee.; Wilde, Olivia.(CARDINAL)488264; Buena Vista Home Entertainment (Firm)(CARDINAL)340297; Walt Disney Pictures.(CARDINAL)346896; Walt Disney Studios Home Entertainment (Firm)(CARDINAL)561474;
Director of photography, Claudio Miranda ; film editor, James Haygood ; original music by Daft Punk ; story by Edward Kitsis, Adam Horowitz, Brian Klugman, Lee Sternthal.Jeff Bridges, Garrett Hedlund, Olivia Wilde, Bruce Boxleitner, James Frain, Beau Garrett, Michael Sheen.When Flynn, the world's greatest video game creator, sends out a secret signal from an amazing digital realm, his son discovers the clue and embarks on a personal journey to save his long-lost father. With the help of the fearless female warrior Quorra, father and son venture through an incredible cyber universe and wage the ultimate battle of good versus evil.Canadian home video rating: PG.Rating: PG; for sequences of sci-fi action violence and brief mild language.Blu-ray, regions A, B, C; widescreen (2.35:1 & 1.78:1); DTS-HD Master Audio 7.1 (English); Dolby Digital 2.0 (English DVS); Dolby Digital 5.1 (French and Spanish).DVD, widescreen; Dolby Digital 5.1 (English, French, and Spanish); Dolby Digital 2.0 (English and English DVS); NTSC, region 1.This Blu-ray disc will not play in standard DVD players.
Subjects: Fantasy films.; Feature films.; Science fiction films.; Video recordings for people with visual disabilities.; Video recordings for the hearing impaired.; Fathers and sons; Good and evil; Hackers; Shared virtual environments; Video games industry; Video games; Virtual reality;
Available copies: 0 / Total copies: 1
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Warriors & weapons : a young adventurer's guide / by Zub, Jim,author.(CARDINAL)425875; King, Stacy,author.(CARDINAL)427570; Wheeler, Andrew,1976-author.; Conceptopolis,illustrator.(CARDINAL)804950; Wizards of the Coast, Inc.(CARDINAL)353985;
This guide to the legendary and magical worlds of Dungeons & Dragons includes detailed illustrations of the weapons, armor, clothing, and other equipment that fighters use, and offers the tools young, aspiring adventurers need for learning how to build their own characters.Ages: 8-12.Grades 4 to 6.
Subjects: Handbooks and manuals.; Reference works.; Dungeons and Dragons (Game); Video games; Fantasy games; Role playing.; Shared virtual environments; Roleplay.;
Available copies: 9 / Total copies: 23
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Virtual reality / by Henneberg, Susan,editor.(CARDINAL)399719;
Includes bibliographical references and index.Is a simulated world a better world? -- How real is real? -- What impact will virtual reality have on human behavoir? -- Will virtual reality lead to a decline in society?Grades 9 to 12.
Subjects: Virtual reality; Computer simulation; Human-computer interaction; Shared virtual environments; Three-dimensional display systems;
Available copies: 3 / Total copies: 3
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Shangri-La Frontier. [manga] by Katarina,author.; Fuji, Ryosuke,artist.(CARDINAL)627963; Gifford, Kevin,translator.(CARDINAL)341492;
After diving into the god-tier VR game Shangri-La Frontier, Sunraku (a.k.a. Rakuro Hizutome) suffers a crushing defeat by the unique monster Lycagon the Nightslayer. Sunraku comes away from the encounter with a mark that prevents him from equipping anything on his legs or torso. But don't count him out yet! Joined by Emul, the gregarious vorpal bunny, he presses on along a path that will bring him face to face with terrifying new foes, and even some familiar names from the gaming world.Rated: Older Teen 16+.
Subjects: Action and adventure comics.; Science fiction comics.; Fantasy comics.; Manga.; Graphic novels.; Comics (Graphic works); High school boys; Imaginary places; Video gamers; Avatars (Virtual reality); Shared virtual environments;
Available copies: 1 / Total copies: 1
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Dungeons & tombs : a young adventurer's guide. / by Zub, Jim,author.(CARDINAL)425875; Conceptopolis,illustrator.(CARDINAL)804950; Ten Speed Press.(CARDINAL)814259; Wizards of the Coast, Inc.(CARDINAL)353985;
The most dangerous dungeons -- Dungeon bestiary -- Building your own dungeon.If you're eager to create your own D&D adventures, this guidebook provides the perfect starting point to worlds of fantasy and an epic tale all of your own.Grades: 4 to 6.
Subjects: Handbooks and manuals.; Illustrated works.; Dungeons and Dragons (Game); Video games; Fantasy games; Prisons; Role playing.; Mathematics.; Shared virtual environments.;
Available copies: 16 / Total copies: 21
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Shivers down your spine : cinema, museums, and the immersive view / by Griffiths, Alison,1963-(CARDINAL)333940;
Includes bibliographical references (pages 337-356) and index.Includes filmography: 335-336.Immersive viewing and the "revered gaze" -- Spectacle and immersion in the nineteenth-century panorama -- Expanded vision IMAX style : traveling as far as the eye can see -- "A moving picture of the heavens" : immersion in the planetarium space show -- Back to the (interactive) future : the legacy of the nineteenth-century science museum -- From daguerreotype to IMAX screen : multimedia and IMAX at the Smithsonian Institution -- Film and interactive media in the museum gallery : from "roto-radio" to immersive video."Through a series of detailed historical case studies, Alison Griffiths explores the uncanny and unforgettable visceral power of the medieval cathedral, the panorama, the planetarium, the IMAX theater, and the science museum. Examining these structures as exemplary spaces of immersion and interactivity, Griffiths reveals the sometimes surprising: antecedents of modern media forms, suggesting the spectator's deepseated desire to become. Immersed in a virtual world. Shivers Down Your Spine demonstrates how immersive and interactive museum display techniques such as large video displays, reconstructed environments, and touch-screen computer interactives have redefined the museum space, fueling the opposition between public and private, science and spectacle, civic and corporate interests, voice and text, and life and death. In her remarkable study of sensual spaces, Griffiths explains why, for centuries, we keep coming back for more."--Jacket.
Subjects: Case studies.; Museums and motion pictures.; Museums; Museum exhibits.; Shared virtual environments.; Interactive multimedia.; Visual communication; Audiences; Public spaces;
Available copies: 1 / Total copies: 1
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Tron [videorecording] / by Boxleitner, Bruce,actor.(CARDINAL)530268; Bridges, Jeff,1949-actor.(CARDINAL)759402; Carlos, Wendy,composer.(CARDINAL)842456; Gourson, Jeff,film editor.(CARDINAL)848382; Hughes, Barnard,1915-2006,actor.; Kushner, Donald,film producer.; Lisberger, Steven,film director,screenwriter.(CARDINAL)779944; Logan, Bruce,cinematographer.; MacBird, Bonnie,screenwriter.(CARDINAL)353520; Morgan, Cindy,1954-actor.; Warner, David,1941-actor.; Buena Vista Home Entertainment (Firm),film distributor.(CARDINAL)340297; Walt Disney Productions,production company.(CARDINAL)140420; Walt Disney Studios Home Entertainment (Firm),publisher.(CARDINAL)561474;
Director of photography, Bruce Logan ; editing, Jeff Gourson ; music, Wendy Carlos ; songs, Journey.Jeff Bridges, Bruce Boxleitner, David Warner, Cindy Morgan, Barnard Hughes.// Dan Shor, Peter Jurasik, TonyStephano.When a brilliant video game maker named Flynn hacks the mainframe of his ex-employer, he is beamed inside an astonishing digital world and becomes part of the very game he is designing.CHV rating: PG.Rating: PG; for some material may not be suitable for children.Blu-ray disc, regions A, B, C; 1080p High Definition (2.20:1); 5.1 DTS-HD MA, Dolby digital 5.1; requires Blu-ray disc player.DVD, region 1, NTSC, widescreen (2.20:1) presentation, enhanced for 16x9 televisions, Dolby digital 5.1.
Subjects: Fantasy films.; Feature films.; Fiction films.; Films for the hearing impaired.; Science fiction films.; Computer animation; Hackers; Shared virtual environments; Software piracy; Video arcades; Video games industry; Video games; Virtual reality;
Available copies: 0 / Total copies: 1
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Wizards & spells : a young adventurer's guide / by Zub, Jim,author.(CARDINAL)425875; Conceptopolis,illustrator.(CARDINAL)804950; King, Stacy,author.(CARDINAL)427570; Wheeler, Andrew,1976-author.; Ten Speed Press.(CARDINAL)814259; Wizards of the Coast, Inc.(CARDINAL)353985;
An immersive illustrated primer to the enchanted beings, magic users, and spells of Dungeons & Dragons, the leading fantasy role-playing game. This illustrated guide transports new players to the magical world of Dungeons & Dragons and presents a one-of-a-kind course on the wizards, sorcerers, and other magic-makers for which the game is known. Featuring easy-to-follow and entertaining explanations of how spells are created and used in the game, along with original illustrations of the game's essential magical characters, this book shines a spotlight on the mystical side of D&D. The perfect jumping-on point for young fans of fantasy looking to give D&D a try, Wizards and Spells also features prompts to encourage creative problem-solving skills in the dangerous situations that may be encountered in a Dungeons & Dragons adventure.Grades: 4 to 6.
Subjects: Handbooks and manuals.; Reference works.; Dungeons and Dragons (Game); Video games; Fantasy games; Wizards; Role playing.; Mathematics.; Shared virtual environments.; Roleplay.;
Available copies: 10 / Total copies: 20
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