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Hits4me.com   >   Multimedia   >   VR Tutorials, Books & Guides


VR Tutorials

Want to learn VR? Here are some VR tutorials to choose from:



FROM AMAZON.COM

Snow Crash (Bantam Spectra Book)

By Neal Stephenson

Spectra
Released: 2000-05-02
Paperback (480 pages)

Snow Crash (Bantam Spectra Book)
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From the opening line of his breakthrough cyberpunk novel Snow Crash, Neal Stephenson plunges the reader into a not-too-distant future. It is a world where the Mafia controls pizza delivery, the United States exists as a patchwork of corporate-franchise city-states, and the Internet--incarnate as the Metaverse--looks something like last year's hype would lead you to believe it should. Enter Hiro Protagonist--hacker, samurai swordsman, and pizza-delivery driver. When his best friend fries his brain on a new designer drug called Snow Crash and his beautiful, brainy ex-girlfriend asks for his help, what's a guy with a name like that to do? He rushes to the rescue. A breakneck-paced 21st-century novel, Snow Crash interweaves everything from Sumerian myth to visions of a postmodern civilization on the brink of collapse. Faster than the speed of television and a whole lot more fun, Snow Crash is the portrayal of a future that is bizarre enough to be plausible.

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Only once in a great while does a writer come along who defies comparison -- a writer so original he redefines the way we look at the world. Neal Stephenson is such a writer and Snow Crash is such a novel, weaving virtual reality, Sumerian myth, and just about everything in between with a cool, hip cybersensibility to bring us the gigathriller of the information age.

In reality, Hiro Protagonist delivers pizza for Uncle Enzo's CosaNostra Pizza Inc., but in the Metaverse he's a warrior prince. Plunging headlong into the enigma of a new computer virus that's striking down hackers everywhere, he races along the neon-lit streets on a search-and-destroy mission for the shadowy virtual villain threatening to bring about Infocalypse. Snow Crash is a mind-altering romp through a future America so bizarre, so outrageous... you'll recognize it immediately.


"Stephenson has not stepped, he has vaulted onto the literary stage with this novel."
LOS ANGELES READER

"A cross between Neuromancer and Thomas Pynchon's Vineland. This is no mere hyperbole."
SAN FRANCISCO BAY GUARDIAN

"Fast-forward free-style mall mythology for the 21st century."
WILLIAM GIBSON

"Brilliantly realized... Stephenson turns out to be an engaging guide to an onrushing tomorrow."
THE NEW YORK TIMES BOOK REVIEW


Daemon

By Leinad Zeraus

Verdugo Press
Paperback (444 pages)

Daemon
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Matthew Sobol was a legendary computer game designer--the architect behind half a dozen popular online games. His premature death from brain cancer depressed both gamers and his company's stock price. But Sobol's fans weren't the only ones to note his passing. He left behind something that was scanning Internet obituaries, too--something that put in motion a whole series of programs upon his death. Programs that moved money. Programs that recruited people. Programs that killed.

Confronted with a killer from beyond the grave, Detective Peter Sebeck comes face-to-face with the full implications of our increasingly complex and interconnected world--one where the dead can read headlines, steal identities, and carry out far-reaching plans without fear of retribution. Sebeck must find a way to stop Sobol's web of programs--his Daemon--before it achieves its ultimate purpose. And to do so, he must uncover what that purpose is . . .

Halting State

By Charles Stross

Ace Hardcover
Hardcover (368 pages)

Halting State
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In the year 2018, Sergeant Sue Smith of the Edinburgh constabulary is called in on a special case. A daring bank robbery has taken place at Hayek Associates, a dot-com startup company that's just been floated on the London stock exchange. The suspects are a band of marauding orcs, with a dragon in tow for fire support, and the bank is located within the virtual reality land of Avalon Four. For Smith, the investigation seems pointless. But she soon realizes that the virtual world may have a devastating effect in the real one-and that someone is about to launch an attack upon both...

The Reality Bug (Pendragon Series #4)

By D. J. MacHale

Aladdin
Paperback (384 pages; 1)

The Reality Bug (Pendragon Series #4)
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Fifteen-year-old Bobby Pendragon has visited the alternate dimension of Denduron (The Merchant of Death), explored the endangered underworld territory of Cloral (The Lost City of Faar), and traveled back in time on his own planet Earth to uncover the evil plot of the fiendish Saint Dane--the evil force behind all these interworld exploits (The Never War). Now he "flumes" (a kind of time/space travel) into the territory of Veelox expecting to wage another battle against evil... only to find all is peaceful. He quickly discovers the peace is due to the fact that most of the citizens of Veelox have become addicted to Lifelight, a virtual reality lifestyle. Unfortunately, what once seemed so safe and enjoyable has taken a frightening twist, and Bobby must rely on a Veelox Traveler named Aja to help him find a solution--and save the territory. His antagonistic relationship with the brilliant Aja grates on his nerves as she spits out cryptic words of wisdom: "Salvation here can be found in only one place: the imagination. If you can't understand that, you might as well flume out right now."

Fans of D.J. MacHale's Pendragon series will enjoy this latest entry, and look forward to the forthcoming fifth title. The attraction of the series is not so much great writing or character development as fast-paced action and edge-of-seat danger. (Ages 9 to 12) --Emilie Coulter

The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity

By Alan Cooper

Sams - Pearson Education
Paperback (288 pages)

The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity
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The recurring metaphor in The Inmates are Running the Asylum is that of the dancing bear--the circus bear that shuffles clumsily for the amusement of the audience. Such bears, says author Alan Cooper, don't dance well, as everyone at the circus can see. What amazes the crowd is that the bear dances at all. Cooper argues that technology (videocassette recorders, car alarms, most software applications for personal computers) consists largely of dancing bears--pieces that work, but not at all well. He goes on to say that this is more often than not the fault of poorly designed user interfaces, and he makes a good argument that way too many devices (perhaps as a result of the designers' subconscious wish to bully the people who tormented them as children) ask too much of their users. Too many systems (like the famous unprogrammable VCR) make their users feel stupid when they can't get the job done.

Cooper, who designed Visual Basic (the programming environment Microsoft promotes for the purpose of creating good user interfaces), indulges in too much name-dropping and self-congratulation (Cooper attributes the quote, "How did you do that?" to Microsoft chairman Bill Gates, upon looking at one of Cooper's creations)--but this appears to be de rigueur in books about the software industry. But those asides are minor. More valuable is the discourse about software design and implementation ("[O]bject orientation divides the 1000-brick tower into 10 100-brick towers."). Read this book for an idea of what's wrong with UI design. --David Wall

Topics covered: User interfaces--good ones and bad ones--and where they come from. Also, how to improve the ones you create.

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Imagine, at a terrifyingly aggressive rate, everything you regularly use is being equipped with computer technology. Think about your phone, cameras, cars - everything - being automated and programmed by people who in their rush to accept the many benefits of the silicon chip, have abdicated their responsibility to make these products easy to use. The Inmates are Running the Asylum argues that, despite appearances, business executives are simply not the ones in control of the high-tech industry. They have inadvertently put programmers and engineers in charge, leading to products and processes that waste money, squander customer loyalty, and erode competitive advantage. Business executives have let the inmates run the asylum! In his book The Inmates Are Running the Asylum Alan Cooper calls for revolution - we need technology to work in the same way average people think - we need to restore the sanity. He offers a provocative, insightful and entertaining explanation of how talented people continuously design bad software-based products. More importantly, he uses his own work with companies big and small to show how to harness those talents to create products that will both thrill their users and grow the bottom line.

The Archaic Revival: Speculations on Psychedelic Mushrooms, the Amazon, Virtual Reality, UFOs, Evolution, Shamanism, the Rebirth of the Goddess, and the End of History

By Terence Mckenna

HarperOne
Released: 1992-05-08
Paperback (288 pages)

The Archaic Revival: Speculations on Psychedelic Mushrooms, the Amazon, Virtual Reality, UFOs, Evolution, Shamanism, the Rebirth of the Goddess, and the End of History
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Cited by the L.A. Weekly as "the culture's foremost spokesman for the psychedelic experience," Terrence McKenna is an underground legend as a brilliant raconteur, adventurer, and expert on the experiential use of mind-altering plants.

In these essays, interviews, and narrative adventures, McKenna takes us on a mesmerizing journey deep into the Amazon as well as into the hidden recesses of the human psyche and the outer limits of our culture, giving us startling visions of the past and future.

Coming of Age in Second Life: An Anthropologist Explores the Virtually Human

By Tom Boellstorff

Princeton University Press
Hardcover (328 pages)

Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
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Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. Coming of Age in Second Life is the first book of anthropology to examine this thriving alternate universe.

Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group.

Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself.

The 2-Second Commute: Join the Exploding Ranks of Freelance Virtual Assistants

By Christine Durst

Career Press
Paperback (288 pages)

The 2-Second Commute: Join the Exploding Ranks of Freelance Virtual Assistants
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Virtual Assistants work from home, providing everything from administrative support to high-end consulting via email, phone and fax. Predicted to be a $130 billion industry by 2008, they don't commute, they set their own hours, and they get to spend time with their kids.

Based on the highly-successful Virtual Assistant training programs Chris Durst and Michael Haaren developed for the US Armed Forces and the US Department of State, The 2-Second Commute: Join the Exploding Ranks of Freelance Virtual Assistants brings you the knowledge without the classroom!

Training program participants have billed over $30 MILLION since our training programs started in 2002. Now YOU can learn from Chris & Mike, too, and start your own successful VA business!

The Making of Second Life: Notes from the New World

By Wagner James Au

Collins
Released: 2008-02-26
Hardcover (304 pages)

The Making of Second Life: Notes from the New World
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The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own—very real—economy.

The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and social systems. Now the toast of the Internet economy, and the subject of countless news articles, profiles, and television shows, Second Life is usually known for the wealth of real-world companies (Reuters, Pontiac, IBM) that have created "virtual offices" within it, and the number of users ("avatars") who have become wealthy through their user-created content.

What sets Second Life apart from other online worlds, and what has made it such a success (one million-plus monthly users and growing) is its simple user-centered philosophy. Instead of attempting to control the activities of those who enter it, the creators of Second Life turned them loose: users (also known as Residents) own the rights to the intellectual content they create in-world, and the in-world currency of Linden Dollars is freely exchangeable for U.S. currency. Residents have responded by generating millions of dollars of economic activity through their in-world designs and purchases—currently, the Second Life economy averages more than one million U.S. dollars in transactions every day, while dozens of real-world companies and projects have evolved and developed around content originated in Second Life.

Wagner James Au explores the long, implausible road behind that success, and looks at the road ahead, where many believe that user-created worlds like Second Life will become the Net's next generation and the fulcrum for a revolution in the way we shop, work, and interact. Au's story is narrated from both within the corporate offices of Linden Lab, Second Life's creator, and from within Second Life itself, revealing all the fascinating, outrageous, brilliant, and aggravating personalities who make Second Life a very real placeĀ­—and an illuminating mirror on the real (physical) world. Au writes about the wars they fought (sometimes literally), the transformations they underwent, the empires of land and commerce they developed, and above all, the collaborative creativity that makes their society an imperfect utopia, better in some ways than the one beyond their computer screens.

Synthetic Worlds: The Business and Culture of Online Games

By Edward Castronova

University Of Chicago Press
Paperback (344 pages)

Synthetic Worlds: The Business and Culture of Online Games
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From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs.

In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete?

With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects.

“Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist

Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education



 
 
 
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