This is AcaDemon.com

Home Sellers Area Buy Term paper FAQs Custom Term Papers Contact Us Facebook Application Go to AcaDemon UK Go to AcaDemon AU Go to AcaDemon Canada Go to AcaDemon France

Papers [1-15] of 100 :: [Page 1 of 7]
Go to page : 1 2 3 4 5 6 7 —>

Search results on "VIRTUAL REALITY":

Term Paper # 103213 SHOPPING CART DISABLED
Virtual Reality Technologies, 2008.
An analysis of some of the uses for and benefits of virtual reality technologies.
2,537 words (approx. 10.1 pages), 8 sources, MLA, $ 76.95
» Click here to show/hide summary

Abstract
This paper discusses the benefits of virtual reality technologies. It describes how virtual reality can be used to design buildings, cities and elaborate interactive entertainments. It looks at how virtual reality technologies offer the architect greater freedom, both physically and mentally and discusses how the introduction of a new technology into society is strongly tied to the cultural context in which it is introduced.

From the Paper
"Virtual reality is also used to design buildings, cities, and elaborate interactive entertainments. The architect and client go inside the model and make changes they desire. Virtual reality is the most physical computer interface, because it puts your body inside the simulation. Virtual reality provides architects another tool; with it we can directly create experiences for each other to share in imagination, something that could lead to extraordinary outcomes. Jaron Lanier uses the terms "post-symbolic communication" and "reality conversation" to talk about this new potential for communication by building a world together instead of just sharing talk about building the world (picture 6). With virtual reality, architects can directly create experiences for and share experiences with each other. Design is now a more active process for the architect, one that allows freedom from physical and greater reliance on active, intuitive engagement with the designs themselves. Changes do not have to wait for a new model partition or addition. Colors, shapes, details and other design aspects are immediate, providing immediacy and active engagement where before the process was drawn out, costly and far from active or immediate, "Rather than wade through a complex series of menu options or wait for glue to dry, architects can simply reach out and manipulate the virtual world" (Architectural 1)."
Term Paper # 43387 SHOPPING CART DISABLED
Virtual Reality Has Become a Reality, 2002.
A overview of the technology of virtual reality.
1,400 words (approx. 5.6 pages), 5 sources, $ 53.95
» Click here to show/hide summary

Abstract
This six-page paper presents a discussion about the field of virtual reality. The author of this paper takes the reader on an exploratory journey about virtual reality and includes information about what it is, what it is used for and how it works. .
Term Paper # 84393 SHOPPING CART DISABLED
Virtual Reality of Janet Cardiff, 2005.
This paper looks at the work of Janet Cardiff, examining the ways in which she uses her voice and other sounds to create a false but convincing "virtual" reality.
2,025 words (approx. 8.1 pages), 4 sources, $ 80.95
» Click here to show/hide summary

Abstract
This paper examines two of the audio installation works of Canadian artist Janet Cardiff "The Large Slow River" and "Missing Voice" in the context of creating virtual realities. The paper also looks at aspects of the history of recorded sound and voice. In addition, the writer discusses virtual reality as a personal storytelling device. The first page presented in this article is a research proposal.

From the Paper
"The creation of virtual reality is an attempt to re-create the world of actual human experiences through digital means, always attempting to make it more and more realistic. Janet Cardiff's work attempts this also, but without using digital visual representations of reality. Instead she uses sounds and words to elicit the memory and pre-existing knowledge of the audience/participant. This process creates an even more realistic "virtual reality," since memory often involves synesthesia, using all five of your own senses and not just the digitally created artificial ones of computer "virtual reality"."
Term Paper # 34968 SHOPPING CART DISABLED
Virtual Reality a Reality, 2002.
A philosophical discussion on virtual reality.
1,150 words (approx. 4.6 pages), 4 sources, $ 44.95
» Click here to show/hide summary

Abstract
This paper presents a discussion on the philosophical reality of virtual reality. The meaning of the term as well as the possibilities it creates are all detailed and outlined. The author also summarizes the outcome of being able to enter a virtual state at will.
Term Paper # 2773 SHOPPING CART DISABLED
Technological Utopianism and Virtual Reality, 2001.
An examination of virtual reality, its ideas, concepts and development.
5,045 words (approx. 20.2 pages), 11 sources, $ 127.95
» Click here to show/hide summary

Abstract
This paper examines the ideas, advancements, and historical factors that have perpetuated the concept of Virtual Reality as a natural extension of technology for the creation of social utopia. The author examines concepts that have influenced this ideology in American history throughout the past century.

From the Paper
"Since the 1980?s when the term Virtual Reality was used, hundreds of optimistic articles have touted the boundless nature of the coming technology. Although at this point Virtual Reality still consists of only a sensor glove and a visor, articles envisioned entire sensor suits, if they mention hardware at all. Most relayed sensations of flying or participating in some activity with alien like creatures. It is clear that most articles hold high expectations for Virtual Reality. Possibly no less than the standard set by fictional accounts like Bradbury?s, The Veldt and Star Trek?s Holodeck. The purpose of the articles is to stimulate more interest and fuel desire for technological advancement. The public waits anxiously for the next transformation from the imagination to reality."
Term Paper # 35409 SHOPPING CART DISABLED
Virtual Reality, 2002.
The morality and ethics behind virtual reality.
2,400 words (approx. 9.6 pages), 17 sources, $ 89.95
» Click here to show/hide summary

Abstract
This paper outlines the moral and ethical issues involved in virtual reality.
Term Paper # 20172 SHOPPING CART DISABLED
Virtual Reality Technology, 1993.
A look at the development, applications (medicine, military), history and limitations of virtual reality technology.
2,475 words (approx. 9.9 pages), 7 sources, $ 87.95
» Click here to show/hide summary

From the Paper
"A medical student puts on a modified wetsuit, SCUBA gear, and covered goggles, and climbs into an enclosed tank of water. Moments later, shrunk to microscopic size, she is injected via hypodermic needle into the bloodstream of a cancer patient. She swims through the bloodstream, exploring the interior of her patient's body, until she discovers a node of cancerous cells. After studying the tumor and observing and recording its precise location and characteristics, she ends the virtual reality simulation, climbs out of the water tank, and goes on to her next class . . .


The above scenario is not science fantasy, but a projection of what will be possible, within the next few years, by the use of the emerging computer-interface technology called virtual reality. To understand what virtual reality is and how it works..."
Term Paper # 44115 SHOPPING CART DISABLED
Virtual Reality (VR), 2002.
How VR is used in business, education and entertainment.
650 words (approx. 2.6 pages), 3 sources, $ 26.95
» Click here to show/hide summary

Abstract
Thispaper on Virtual Reality or VR reviews on how it is being used in today's world in the fields of business, education and entertainment. This paper describes the approach of this thrilling technology to computer-human interaction by recognizing and responding to the user's emotions in ways that they can meet their requirements. This interaction is only possible through special gears designed solely for VR. Despite its widespread popularity the reasons why Virtual Reality has not, still set a foothold on the computing world are also discussed.
Term Paper # 44446 SHOPPING CART DISABLED
Virtual Organizations And Virtual Offices, 2002.
A look at running a virtual organization.
650 words (approx. 2.6 pages), 3 sources, $ 26.95
» Click here to show/hide summary

Abstract
This three-page undergraduate paper compares and contrasts virtual organizations and virtual offices. The paper discusses the pros and cons of the two and comes to a conclusion.
Term Paper # 50760 SHOPPING CART DISABLED
Brave New Reality, 1999.
An in-depth look at how virtual reality and the Internet are changing our societies and our global consciousness.
9,100 words (approx. 36.4 pages), 30 sources, MLA, $ 188.95
» Click here to show/hide summary

Abstract
This essay is split into four main chapters. The first chapter, ?Imaginary Exodus?, analyzes the term ?cyberspace? and looks at how the Internet is changing, or perhaps has already changed, our lives. The second chapter, ?Creating Escapes to Wonderland?, looks at the various cultural marvels the computer world has developed in order to provide us with entertainment, looking predominantly at the games market, which is already a multi-billion dollar business outstripping Hollywood?s entire yearly profits. The third chapter, ?Virtual Reality (VR) ? A Consensual Hallucination?, analyzes the dream of VR and how it came to be, what it offered us, and what has become of it since the term was first coined back in the eighties, with regards to how it may already be a subtle part of our lives. The fourth and final chapter, ?Future Predicaments and Cyber Harbingers?, deals with the effects the cultural backlash, the Internet, VR ,and computing in general, have had on the creative arts, particularly film, in relation to science fiction inspired from science fact. The conclusion, having mused upon the ?Brave New Reality? we face, suggests a number of culturally significant hypotheses for our time and how the world might be changing with the onset of the seemingly unstoppable technological infiltration.

From the Paper
"Cyberspace, a term coined in the early eighties by the science fiction author and theorist William Gibson, and later described as ?the place you are when you?re on the phone? is now an everyday term in much of the Western world, if not the Eastern too. It denotes a coming of a new age, an electronic entity created out of silicon and wires that store millions and millions of bytes of information, information that governs, informs and teaches almost anything we need to know about. The Internet, a nineties phenomenon, has already taken a large chunk of this new found frontier and brought it into the homes of over sixty million ?net surfers? within a short period of time. It is only in the last fifty years that the words ?computer?, ?integrated circuit? and ?television?, amongst countless others, have become household names, and each has brought with it it?s own small revolution within the society that now not only uses them everyday, but almost depends on them."
Term Paper # 98551 SHOPPING CART DISABLED
Dell's Virtual Integration Vision, 2007.
A look at how Michael Dell is transforming his vision of virtual integration into reality.
1,504 words (approx. 6.0 pages), 6 sources, MLA, $ 49.95
» Click here to show/hide summary

Abstract
This paper discusses how Michael Dell's vision of creating a direct selling organization that can quickly customize laptops and PCs, has directly lead to the disintermediation of an entire layer of distribution channels, and with it, transformed the development of supply chain partnerships that could scale to meet Dell's global growth. The paper looks at how Michael Dell's vision of virtual integration forces an entirely new set of dynamics on suppliers, the limited resellers the company relies on, trading partners and the many integration points that the Dell Value chain has both internal and external to the company.

Outline:
Executive Summary
Measuring Progress Towards Virtual Integration
Dell's Areas of Measurements regarding Virtual Integration
The End Game: Dell's Mass Customization Strategy

From the Paper
"The internal culture of Dell is highly focused on analytics and the ability to quickly measure, monitor and modify direction. The fulfillment of the virtual integration vision is only verifiable through an extensive set of analytics, which is exactly what Dell invests heavily in to measure their progress to this goal. Dell specifically concentrates on inventory turns and the Return on Invested Capital, velocities of the small percentage of pre-build configurations through distribution channels, share of market within the government, educational and enterprise markets in addition to many other metrics specifically chosen to measure the efficiency of their e-business strategies, this company has also had to become very centered on metrics. "
Term Paper # 8630 SHOPPING CART DISABLED
Reality and Fantasy, 2002.
This paper looks at what is real and what is fantasy from a philosophical perspective.
1,730 words (approx. 6.9 pages), 7 sources, MLA, $ 55.95
» Click here to show/hide summary

Abstract
A discussion of what is real and what is imaginary. The author conducts this investigation through understanding the ideals of philosophers such as Descartes and Hume. The author examines this topic looking at issues including perception, senses, physical and virtual realities, the immortal soul and the existence of God.

From the Paper
"When looking at the world as if it was a croquet game in Alice and wonderland we can argue quite easily that life is a mutable role in the ideology of the philosophers, by looking at several aspects and views of the great philosophers we can see and determine what is reality and what is not. This therefore provides us with the ideal proof that what we believe is real and what we do not believe does not exist.
In the universe we know that there is thought and matter. The paradigm that belies dualism is a single idea; why should reality need to be only one of these aspects. In duality there is the argument that the ideas of the mind, and that the physical world of the matter are both equally real."
Term Paper # 61462 SHOPPING CART DISABLED
"Terminal Identity", 2002.
An analysis of virtual reality through the lens of Scott Bukatman's book "Terminal Identity".
1,225 words (approx. 4.9 pages), 1 source, MLA, $ 41.95
» Click here to show/hide summary

Abstract
This paper examines how in the book "Terminal Identity", Scott Bukatman argues that the new reality made possible by new technologies ignores the bodily experience. It looks at how he contends that in virtual reality, what exists is simply a simulation of reality; it does not represent reality in a manner consistent with physical human experience.

From the Paper
"Virtual reality offers the opportunity for the difficult and more complex situations encountered by scientists, astronauts, and others who experience new bodily experiences to be understood as they can be placed in the new environment, not their actual physical bodies but instead their "cybersubject" in this new form of reality. The learning process can take place not simply through reading about an experience; one can actually locate himself in the situation before encountering a possibly dangerous situation unprepared. In addition, virtual reality can teach from the familiar experiences the body encounters on a daily basis."
Term Paper # 93015 SHOPPING CART DISABLED
Critiquing a Research Article, 2007.
This paper is a critique of a research article in the "Journal of Educational Computing Research" by Jayne Pivik, Ian MacFarland, Joan McComas and LaFalamme titled 'Using Virtual Reality to Teach Disability Awareness'.
1,485 words (approx. 5.9 pages), 2 sources, APA, $ 49.95
» Click here to show/hide summary

Abstract
This paper explains that, when critiquing research articles, the reviewer must adhere to the basic principle of prudent evaluation by analyzing the structure of the research upon which scientific conclusions are drawn. The author points out that the purpose of the reported research investigation was to determine if a desktop virtual reality program was suitable to teach children about the user-friendliness and attitudinal barriers encountered by their peers who have mobility problems and to promote more positive attitudes toward children with disabilities. The paper concludes that, although the research article was well written, so many errors exist in terms of design that commenting on the efficacy of the results cannot be accomplished.

From the Paper
"In addition to omitting a research question and testable null hypothesis, the authors failed in other research areas as well, namely, sampling, instrumentation or measurement, and statistical tool selection. The errors here are of such magnitude that they can only be presented on a very general basis. Notwithstanding the fact that the authors failed to properly identify the type or research, research question, and testable null hypothesis their selection of research design (statistical tool and sample) is completely without merit. When selecting a design the author is obligated to inform the reader as to the rational."
Term Paper # 16690 SHOPPING CART DISABLED
Marketing Technology, 2002.
Examining three new trends in the way companies market their products - database marketing, sales force automation and virtual reality.
2,410 words (approx. 9.6 pages), 12 sources, MLA, $ 73.95
» Click here to show/hide summary

Abstract
This paper looks at the latest technological trends in the marketing field. The terms - database marketing, sales force automation and virtual reality - are all individually defined. All three technologies offer specific advantages and disadvantages for their use. The paper shows how the use of these new technologies must be based solidly on the type of product, costs incurred, and the nature of relationship with clients. When used in a judicious way, all three technologies can have a viable and positive effect on a company?s marketing strategy.

From the Paper
"Database Marketing

As the name suggest, database marketing simply involves the extensive use of database systems, and tools related to databases within the field of marketing. Database marketing allows a company to use all information in their databases (or any other useful external information) in a potentially wide variety of marketing efforts. Further, information gleaned from company databases can be used to evaluate new markets, and assess the potential for potential products (db-marketing.com, Overview)."
Shopping Cart
Cart total : $ 0.00

••• SPECIAL OFFER •••
40 % off 2nd paper *)
Ends October 31, 2008
15 day(s) 7 hour(s) left
*) The least expensive paper

Find Term paper
Search Guide

Search :


Category :
Paper No. :

Options
Show papers between
and pages
Display results per page
Currency :

Enter Coupon Code :
Papers [1-15] of 100 :: [Page 1 of 7]
Go to page : 1 2 3 4 5 6 7 —>