The Unreality Industry

The Unreality Industry

Author: Ian I. Mitroff

Publisher: Oxford University Press, USA

Published: 1993

Total Pages: 250

ISBN-13: 0195083989

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Fortells the trend that mass media outlets are helping to blur the line between reality and fantasy.


In the Land of the Unreal

In the Land of the Unreal

Author: Lisa Messeri

Publisher: Duke University Press

Published: 2024-02-02

Total Pages: 176

ISBN-13: 1478059222

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In the mid-2010s, a passionate community of Los Angeles-based storytellers, media artists, and tech innovators formed around virtual reality (VR), believing that it could remedy society’s ills. Lisa Messeri offers an ethnographic exploration of this community, which conceptualized VR as an “empathy machine” that could provide glimpses into diverse social realities. She outlines how, in the aftermath of #MeToo, the backlash against Silicon Valley, and the turmoil of the Trump administration, it was imagined that VR—if led by women and other marginalized voices—could bring about a better world. Messeri delves into the fantasies that allowed this vision to flourish, exposing the paradox of attempting to use a singular VR experience to mend a fractured reality full of multiple, conflicting social truths. She theorizes this dynamic as unreal, noting how dreams of empathy collide with reality’s irreducibility to a “common” good. With In the Land of the Unreal, Messeri navigates the intersection of place, technology, and social change to show that technology alone cannot upend systemic forces attached to gender and race.


K-pop - The International Rise of the Korean Music Industry

K-pop - The International Rise of the Korean Music Industry

Author: JungBong Choi

Publisher: Routledge

Published: 2014-09-15

Total Pages: 208

ISBN-13: 1317681797

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K-pop, described by Time Magazine in 2012 as "South Korea’s greatest export", has rapidly achieved a large worldwide audience of devoted fans largely through distribution over the Internet. This book examines the phenomenon, and discusses the reasons for its success. It considers the national and transnational conditions that have played a role in K-pop’s ascendancy, and explores how they relate to post-colonial modernisation, post-Cold War politics in East Asia, connections with the Korean diaspora, and the state-initiated campaign to accumulate soft power. As it is particularly concerned with fandom and cultural agency, it analyses fan practices, discourses, and underlying psychologies within their local habitus as well as in expanding topographies of online networks. Overall, the book addresses the question of how far "Asian culture" can be global in a truly meaningful way, and how popular culture from a "marginal" nation has become a global phenomenon.


Organisational Learning in the Automotive Sector

Organisational Learning in the Automotive Sector

Author: Dr Penny West

Publisher: Routledge

Published: 2002-01-04

Total Pages: 248

ISBN-13: 1134601131

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This book considers the concepts of organisational learning and the learning organisation, and critically examines their take up within the context of four contemporary work organisations in the European automotive sector. Within this dynamic environment, the pursuit and implementation of approaches that encourage individuals to learn and challenge existing orthodoxy are now dominant on the management agenda. Changes to processes, structures, cultures and the employment relationship per se.


Unreal for Mobile and Standalone VR

Unreal for Mobile and Standalone VR

Author: Cornel Hillmann

Publisher: Apress

Published: 2019-04-12

Total Pages: 344

ISBN-13: 1484243609

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Apply the techniques needed to build VR applications for mobile and standalone head-mounted displays (HMDs) using the Unreal Engine. This book covers the entire VR ecosystem including production tools, Unreal engine, workflows, performance and optimization, and presents two fully-developed projects to reinforce what you've learned. Media designers, CG artists and other creatives will be able to take advantage of real-time engine techniques and easy-to-learn visual scripting logic to turn their creations into immersive and interactive VR worlds. Gear VR, the Oculus Go and other Android based VR HMDs are becoming exciting new platforms for immersive business presentations, entertainment and educational solutions. The Unreal engine, one of the world’s most powerful and popular game engines, is now free to use and has become increasingly popular for real-time visualizations and enterprise solutions in recent years. With Unreal's powerful blueprint visual scripting system, non-coders can now design blueprints in Unreal, unlock the power of rapid prototyping, and create complex interactions without a line of code. Get your copy of Unreal for Mobile and Standalone VR today and begin using this powerful tool-set to create high-end VR apps for a wide range of applications from games, B2B, to education. What You'll LearnExplore the VR ecosystem, including history, recent trends and future outlook Review tool set, graphics and animation pipeline (Blender, Zbrush, Substance Painter and others) Examine graphics optimization techniques Set up a project and the target platform Design interaction with Unreal blueprints Deployments, testing, further optimization Who This Book Is For Multimedia designers, CG artists, producers, app developers. No coding experience is required.


Build Stunning Real-time VFX with Unreal Engine 5

Build Stunning Real-time VFX with Unreal Engine 5

Author: Hrishikesh Andurlekar

Publisher: Packt Publishing Ltd

Published: 2023-05-30

Total Pages: 313

ISBN-13: 1801078726

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Create professional real-time particle systems and particle asset creation workflows for games with the power of Niagara and Unreal Engine 5 Key Features Explore how Niagara can make your games pop by creating stunning particle systems in Unreal Engine 5 Level up your VFX skills and enhance your employability in a competitive market Build various particle system projects to reinforce your learning and put your new knowledge into practice Book Description While no game would be complete without visual effects, the ever-evolving VFX industry churns out stellar digital environments that can make your games stand out from the crowd. Build Stunning Real-time VFX with Unreal Engine 5 is here to help you boost your creativity using Niagara to make jaw-dropping particle systems backed by the power of Unreal Engine 5—without a line of code. This handy guide for VFX artists takes you through the principles and concepts of designing particle systems and design workflows, along with the architecture of Niagara, Unreal Engine 5's VFX system. Throughout the book, you'll build a series of mini projects that will put your particle system knowledge to the test. As you advance, you'll cover topics such as creating your own custom modules, debugging workflows, and controlling particles with blueprints, and conclude by working on two projects that will bring everything together into a neat package. By the end of this VFX book, you'll have a deeper understanding of particle systems, improving your skills, portfolio, and the chances of being employed by studios using Unreal Engine 5. What you will learn Brush up your vector mathematics skills Access and create namespaces in Niagara Add a Niagara system to a Blueprint actor Create a particle system with dynamic inputs Publish a custom module for your team members to use Create Niagara Scratch modules Enable your particle emitters to communicate using event handlers Control Niagara systems using Blueprint public variables Who this book is for This book is for visual effects artists transitioning to real-time virtual production workflow as well as beginners looking to learn Niagara for games and other real-time applications. Game programmers, 3D generalists, and game designers interested in adding VFX for their game and metaverse projects will also find this book useful. A basic understanding of Unreal Engine 5, blueprints, as well as layout, materials, and lighting in Unreal Engine is expected.