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Experience on demand : what virtual reality is, how it works, and what it can do / Jeremy Bailenson.

Bailenson, Jeremy. (Author).

Available copies

  • 1 of 1 copy available at Berklee College of Music.

Current holds

0 current holds with 1 total copy.

Location Call Number / Copy Notes Barcode Shelving Location Holdable? Status Due Date
Main Library QA76.9.C65 B35 2018 37684001103687 Library Stacks Copy hold / Volume hold Available -

Record details

  • ISBN: 9780393253696
  • ISBN: 0393253694
  • Physical Description: 290 pages ; 25 cm
  • Edition: First edition.
  • Publisher: New York : W.W. Norton & Company, [2018]

Content descriptions

Bibliography, etc. Note:
Includes bibliographical references (pages 265-277) and index.
Formatted Contents Note:
Practice made perfect -- You are what you eat -- Walking in the shoes of another -- Worldview -- Time machines for trauma -- Absence makes the pain grow fainter -- Bringing social back to the network -- Stories in the round -- Reverse field trips -- How to build good VR content.
Summary, etc.:
Virtual reality is able to effectively blur the line between reality and illusion, pushing the limits of our imagination and granting us access to any experience imaginable. With well-crafted simulations, these experiences, which are so immersive that the brain believes they're real, are already widely available with a VR headset and will only become more accessible and commonplace. But how does this new medium affect its users, and does it have a future beyond fantasy and escapism? In Experience on Demand, Jeremy Bailenson draws on two decades spent researching the psychological effects of VR and other mass media to help readers understand this powerful new tool. He offers expert guidelines for interacting with VR and describes the profound ways this technology can be put to use--not to distance ourselves from reality, but to enrich our lives and influence us to treat others, the environment, and even ourselves better. In the world of VR, a football quarterback plays a game against a competing team hundreds of times before even stepping onto the field; members of the United Nations embody a young girl in a refugee camp going through her day-to-day life; and veterans once again walk through the streets where they had experienced trauma. There are dangers and many unknowns in using VR, but it also can help us hone our performance, recover from trauma, improve our learning and communication abilities, and enhance our empathic and imaginative capacities. Like any new technology, its most incredible uses might be waiting just around the corner. Experience on Demand is the definitive look at the risks and potential of VR--a must-read for navigating both the virtual and the physical worlds ahead.
Virtual reality blurs the line between reality and illusion, pushes the limits of our imagination, and grants us access to any experience imaginable. With the right equipment, the brain believes they're real. But how does this new medium affect its users, and does it have a future beyond fantasy and escapism? Bailenson offers guidelines for interacting with VR and describes the profound ways this technology can be put to use to enrich our lives and influence us to treat others, the environment, and even ourselves better. -- adapted from jacket.
Subject: Virtual reality.
Virtual reality > Social aspects.
Virtual reality > Psychological aspects.
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1001 . ‡aBailenson, Jeremy. ‡4aut
24510. ‡aExperience on demand : ‡bwhat virtual reality is, how it works, and what it can do / ‡cJeremy Bailenson.
250 . ‡aFirst edition.
264 1. ‡aNew York : ‡bW.W. Norton & Company, ‡c[2018]
264 4. ‡c©2018
300 . ‡a290 pages ; ‡c25 cm
336 . ‡atext ‡btxt ‡2rdacontent
337 . ‡aunmediated ‡bn ‡2rdamedia
338 . ‡avolume ‡bnc ‡2rdacarrier
504 . ‡aIncludes bibliographical references (pages 265-277) and index.
5050 . ‡aPractice made perfect -- You are what you eat -- Walking in the shoes of another -- Worldview -- Time machines for trauma -- Absence makes the pain grow fainter -- Bringing social back to the network -- Stories in the round -- Reverse field trips -- How to build good VR content.
520 . ‡aVirtual reality is able to effectively blur the line between reality and illusion, pushing the limits of our imagination and granting us access to any experience imaginable. With well-crafted simulations, these experiences, which are so immersive that the brain believes they're real, are already widely available with a VR headset and will only become more accessible and commonplace. But how does this new medium affect its users, and does it have a future beyond fantasy and escapism? In Experience on Demand, Jeremy Bailenson draws on two decades spent researching the psychological effects of VR and other mass media to help readers understand this powerful new tool. He offers expert guidelines for interacting with VR and describes the profound ways this technology can be put to use--not to distance ourselves from reality, but to enrich our lives and influence us to treat others, the environment, and even ourselves better. In the world of VR, a football quarterback plays a game against a competing team hundreds of times before even stepping onto the field; members of the United Nations embody a young girl in a refugee camp going through her day-to-day life; and veterans once again walk through the streets where they had experienced trauma. There are dangers and many unknowns in using VR, but it also can help us hone our performance, recover from trauma, improve our learning and communication abilities, and enhance our empathic and imaginative capacities. Like any new technology, its most incredible uses might be waiting just around the corner. Experience on Demand is the definitive look at the risks and potential of VR--a must-read for navigating both the virtual and the physical worlds ahead.
520 . ‡aVirtual reality blurs the line between reality and illusion, pushes the limits of our imagination, and grants us access to any experience imaginable. With the right equipment, the brain believes they're real. But how does this new medium affect its users, and does it have a future beyond fantasy and escapism? Bailenson offers guidelines for interacting with VR and describes the profound ways this technology can be put to use to enrich our lives and influence us to treat others, the environment, and even ourselves better. -- adapted from jacket.
650 0. ‡aVirtual reality.
650 0. ‡aVirtual reality ‡xSocial aspects.
650 0. ‡aVirtual reality ‡xPsychological aspects.
994 . ‡aC0 ‡bBKC
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901 . ‡a174286 ‡b ‡c174286 ‡tbiblio ‡soclc

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