The NIV is the world's best-selling modern translation, with over 150 million copies in print since its first full publication in 1978. This highly accurate and smooth-reading version of the Bible in modern English has the largest library of printed and electronic support material of any modern translation.
Eighteen experts from a wide variety of academic and professional fields engage key questions in a series of thought-provoking essays that define the emerging field of new media Bible translating, and how the biblical message will be communicated in the culture and media of the 21st century.
Bible VR is a book covering the use of the latest Virtual Reality technology for faith based education and entertainment. Utilizing Bible VR (an app), this book explores the psychological and social effects of Virtual Reality in Christianity. As modern technology grows to be a part of our everyday lives. They are increasingly influential in both how we learn and communicate. Bible VR covers the growing trend of VR and how we can utilize one of the powerful and immersive tool in today's technology to help us learn more about God, The Bible, and The Promised Land. This book has been freely distributed but hard copy edition also includes devotionals for use with your VR content.
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.
Few, if any, thinkers and writers today would have the imagination, the breadth of knowledge, the literary skill, and-yes-the audacity to conceive of a powerful, secular alternative to the Bible. But that is exactly what A.C. Grayling has done by creating a non-religious Bible, drawn from the wealth of secular literature and philosophy in both Western and Eastern traditions, using the same techniques of editing, redaction, and adaptation that produced the holy books of the Judaeo-Christian and Islamic religions. The Good Book consciously takes its design and presentation from the Bible, in its beauty of language and arrangement into short chapters and verses for ease of reading and quotability, offering to the non-religious seeker all the wisdom, insight, solace, inspiration, and perspective of secular humanist traditions that are older, far richer and more various than Christianity. Organized in 12 main sections----Genesis, Histories, Widsom, The Sages, Parables, Consolations, Lamentations, Proverbs, Songs, Epistles, Acts, and the Good----The Good Book opens with meditations on the origin and progress of the world and human life in it, then devotes attention to the question of how life should be lived, how we relate to one another, and how vicissitudes are to be faced and joys appreciated. Incorporating the writing of Herodotus and Lucretius, Confucius and Mencius, Seneca and Cicero, Montaigne, Bacon, and so many others, The Good Book will fulfill its audacious purpose in every way.
What happens when the written words of biblical scripture are transformed into experiential, choreographed environments? To answer this question, anthropologist James Bielo explores a diverse range of practices and places that “materialize the Bible,” including gardens, theme parks, shrines, museums, memorials, exhibitions, theatrical productions, and other forms of replication. Integrating ethnographic, archival, and mass media data, case studies focus primarily on U.S. Christianity from the late 19th-century to the present. Composed as 20 short chapters that may be read in any order, the book is divided into three sections. Section I, “Variations on Replication,” analyzes examples that recontextualize elements from the (actual or imagined) biblical past. Section II, “The Power of Nature,” turns to the natural world associated with Christian scripture and how it is mobilized as a privileged media. Section III, “Choreographing Experience,” examines lived interactions with the affordances of materializing the Bible. Bielo argues that materializing the Bible works as an authorizing practice to intensify intimacies with scripture and circulate potent ideologies. Performed through the sensory experience of bodies, physical technologies, and infrastructures of place, Bielo illustrates how this phenomenon is always, ultimately, about expressions of power.
Believing in Bits advances the idea that religious beliefs and practices have become inextricably linked to the functioning of digital media. How did we come to associate things such as mindreading and spirit communications with the functioning of digital technologies? How does the internet�s capacity to facilitate the proliferation of beliefs blur the boundaries between what is considered fiction and fact? Addressing these and similar questions, the volume challenges and redefines established understandings of digital media and culture by employing the notions of belief, religion, and the supernatural.
The CSB Pastor’s Bible, Verse-by Verse Edition is ideal for pastoral use during preaching, while officiating special services or occasions, or personal study. Including a verse-by-verse, two-column setting, large type, wide margins, a special insert section with tools and outlines for officiating weddings and funerals (placed in the middle of the Bible), and articles from experienced pastors and church leaders, this Bible provides a valuable life-long resource for pastors. FEATURES Verse-by-verse layout Bold and indented verse numbers that are easy-to-find on the page Outlines for officiating weddings and funerals conveniently placed at the center of the Bible Contributors include: Matt Chandler, Eric Geiger, Keith Getty, Billy Graham, Kyle Idleman, Daniel Im, Greg Laurie, Ben Mandrell, Tony Merida, Robert Smith, Josh Patterson, Deron Spoo, Charles Spurgeon, and Jared Wilson Durable Smyth-sewn lay-flat binding Two-column text format with wide-margins for notes Robust cross-reference system to aid with sermon preparation Topical subheadings 9.75-point type size Black-letter text Gilded page edges Two ribbon markers for easy referencing between pages Concordance Presentation page for gift-giving Full-color maps The CSB Pastor’s Bible, Verse-by Verse Edition features the highly readable, highly reliable text of the Christian Standard Bible® (CSB). The CSB captures the Bible’s original meaning without sacrificing clarity, making it easier to engage with Scripture’s life-transforming message and to share it with others.
The story is set in the quaint little village of Bakewell in the Derbyshire Dales. It follows the recent move of David and Danielle Mitchell. A couple that were looking for a change from the city life. What was to follow they would have never imagined. Once they had moved to the new house, they had big plans of renovating the new place into a modern stylish country home. The couple had walked into the village and found a bargain in a local shop, a VR set which could be used to help design their new home. But once they brought the VR set home, they found strange happenings and visions going on. They realized they were not alone in this house and the move became a negative experience for the couple. They never imagined this would have happened to them as they didn’t believe in ghosts and ghouls. Once they sought out the help from a local medium they were shocked to find the most logical explanation isn’t always the correct one.