- Table View
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Virginia Beach in Vintage Postcards
by Alpheus J. ChewningFirst visited by English settlers in 1607, Virginia Beach has been a popular tourist destination ever since. The sea, sand, and sun are the most popular attractions, but throughout history the city has also been known for its unique architecture. The first geodesic dome built in the United States, designed by Buckminster Fuller, was the city's convention center for many years. The Cavalier Hotel, when built in 1927, was the state's largest brick structure. The new Cape Henry lighthouse, completed in 1881, remains the tallest cast iron lighthouse in the country. The lighthouse it replaced, a structure that still stands today, was erected in 1791 and was the first federally funded structure built in the United States.
The Virginia Blue Ridge Railroad (Transportation)
by Mary E. LyonsIn 1849, Virginia began a bold railroad expansion toward the Ohio River and its lucrative trade connections. The project's plan covered 423 miles and called for piercing two mountain chains with three railroads. The Blue Ridge Railroad was the shortest of these but crossed the most mountainous terrain. At times, hired slaves, who prepared the tracks, and Irish immigrants, who blasted the tunnels, faced challenges that seemed almost insurmountable. Many were killed by explosions and falling rock. Those deaths often resulted in labor strikes. The unrest slowed progress and haunted chief engineer Claudius Crozet for seven years. In this first full-length history of the Blue Ridge Railroad, award-winning author Mary E. Lyons uses a wealth of historical documents to describe construction on what Crozet called "dangerous ground."
Virginia City
by Thompson-Hickman County LibraryTucked between the Tobacco Root Mountains and Mount Baldy in southwestern Montana, Virginia City began in May 1863, when gold was discovered in Alder Gulch. Some 10,000 fortune seekers arrived, and the days of whiskey, revolvers, road agents, and vigilantes began. Boot Hill, overlooking the town, is a constant reminder of its rough, tough, and unruly past. A great number of mining towns have become ghost towns, but not Virginia City, thanks to the men and women who gave of themselves to establish a permanent town where families, schools, churches, businesses, and organizations would thrive.
Virginia Horse Racing: Triumphs of the Turf (Sports)
by Virginia C. Johnson Barbara CrookshanksVirginia, mother of presidents, is also the mother of American horse racing. From the very beginning, Virginians have risked it all on the track as eagerly as on the battlefield. Follow the bloodlines of three foundation sires of the American Thoroughbred through generations of rollicking races and larger-than-life grandees wagering kingly stakes, sometimes on horses not yet born. How did the horse nicknamed Damn His Eyes get protection money from other horse owners? What did it mean to �tap the claret� to break a neck-and-neck tie? Why was Confederate cavalry so much better than Union�was it the riders, or was it the mounts? All these and many more stories of horsemanship on and off the track fill the pages of Virginia Horse Racing: Triumphs of the Turf.
Virginia in the Civil War (Images of America)
by Joseph D'ArezzoNo other event in American history has so indelibly shaped the country than the American Civil War. Virginia provided the setting for countless bloody clashes and decisive battles. Average Americans from all over the Union and the Confederacy made their way to the Old Dominion, only to give their lives for the causes they held dear. Virginia captures the essence of the American Civil War, as it was the site of the first, and last, major clash. The state held the capital of the Confederacy while simultaneously bordering Washington, DC. Additionally, Virginia was the site of infamous battles, such as Manassas, Fredericksburg, and Chancellorsville. The commonwealth was also the location of Gen. Robert E. Lee's dramatic capitulation to Gen. Ulysses S. Grant at Appomattox. The American Civil War was one of the first armed conflicts to be heavily documented through photographs. In recent years, the Library of Congress has compiled many of these images, helping to make this journey through history possible.
Virginia Military Institute (Campus History)
by Keith E. GibsonIn 1839, the Virginia Military Institute became the nation's first state-sponsored military college when the state arsenal in Lexington, Virginia, adopted an additional duty providing a college education to a small group of cadets. This humble experiment became the nation's model for educating the citizen-soldier. Today cadets live a military lifestyle while pursuing an undergraduate degree and may choose to accept a commission in any branch of the armed forces upon graduation. Noted alumni include Pony Express organizer Ben Ficklin (1849), Nobel Peace Prize recipient Gen. George Marshall (1901), Polar explorer Adm. Richard Byrd (1908), U.S. Supreme Court Justice Tom Clark (1921), and actor Dabney Coleman (1957). Numbered among the alumni are over 260 general officers, 13 Rhodes Scholars, and a saint in the Episcopal Church. The Post, as the campus is called, is a National Historic District with its distinctive Gothic Revival architecture surrounding the central parade ground.
Virginia Union University
by Dr Raymond HyltonSince its founding by the American Baptist Home Mission Society in 1865, Virginia Union University has nurtured its students for nearly 150 years. Its first campus was established on the site of the Lumpkin slave prison in what was then the notorious Shockoe Bottom district of Richmond, Virginia, thus replacing a horrific purpose with one dedicated to education and enlightenment. Four historically black institutions came together into one university: Richmond Theological Seminary, Wayland Seminary, Hartshorn Memorial College for African American women, and Storer College. Overcoming Jim Crow laws and racial adversity, Virginia Union University became the center of a renowned theological school and a focal point during the civil rights movement, matriculating leaders such as Wyatt Tee Walker, Walter Fauntroy, and Elizabeth Rice and igniting the Richmond Campaign for Human Dignity in the wake of the arrest of the Virginia Union 34 during the 1960 sit-ins. Today, Virginia Union is a vibrant urban university offering graduate education in ministry, Christian education, and divinity and undergraduate degrees through the Schools of Business, Humanities & Social Sciences, Education, Psychology & Interdisciplinary Studies, and Mathematics, Science & Technology. Under the leadership of Dr. Claude Grandford Perkins, Virginia Union's 12th president, the university carries on its proud legacy of achievement.
Virginia's Presidential Homes
by Patrick L. O'NeillImages of America: Virginia's Presidential Homes takes a visual excursion to the homes of the eight Virginia-born men who served as president of the United States: George Washington, Thomas Jefferson, James Madison, James Monroe, William Henry Harrison, John Tyler, Zachary Taylor, and Woodrow Wilson. Virginia, nicknamed the "Mother of Presidents," is the birthplace of these eight men who were key to the success of the American Revolution, the forming of the U.S. government, the War of 1812, the annexation of Texas, the Mexican-American War, and World War I. Coming from diverse backgrounds and classes, their residences ranged from simple wood-frame structures to elegant, brick-pillared mansions and estates. Through images and drawings, this book will bring to life their homes and family life.
Virilio for Architects (Thinkers for Architects)
by John ArmitagePaul Virilio is an innovative figure in the study of architecture, space, and the city. Virilio for Architects primes readers for their first encounter with his crucial texts on some of the vital theoretical debates of the twenty-first century, including: Oblique Architecture and Bunker Archeology Critical Space and the Overexposed City The Ultracity and Very High Buildings Grey Ecology and Global Hypermovement In exploring Virilio’s most important architectural ideas and their impact, John Armitage traces his engagement with other key architectural and scientific thinkers such as Claude Parent, Benoit B. Mandelbrot, and Bernard Tschumi. Virilio for Architects allows students, researchers, and non-academic readers to connect with Virilio’s distinctive architectural theories, critical studies, and fresh ideas.
Virtual Aesthetics in Architecture: Designing in Mixed Realities
by Sara Eloy Anette Kreutzberg Ioanna SymeonidouVirtual Aesthetics in Architecture: Designing in Mixed Realities presents a curated selection of projects and texts contributed by leading international architects and designers who are using virtual reality technologies in their design process. It triggers discussion and debate on exploring the aesthetic potential and establishing its language as an expressive medium in architectural design. Although virtual reality is not new and the technology has evolved rapidly, the aesthetic potential of the medium is still emerging and there is a great deal more to explore. The book provides a comprehensive overview of the current use of virtual reality technologies in the architectural design process. Contributions are presented in six parts, fully illustrated with over 150 images. Recent projects presented are distributed in five themes: introduction to mixed realities; space and form; context and ambiguity; materiality and movement; body and social. Each theme includes richly illustrated essays by leading academics and practitioners, including those from Zaha Hadid Architects and MVRDV, detailing their design process using data-driven methodologies. Virtual Aesthetics in Architecture expands the use of technology per se and focuses on how architecture can benefit from its aesthetic potential during the design process. A must-read for practitioners, academics, and students interested in cutting-edge digital design.
Virtual and Remote Control Tower: Research, Design, Development, Validation, and Implementation (Research Topics in Aerospace)
by Norbert FürstenauThis book presents the interdisciplinary and international “Virtual and Remote Tower” research and development work. It has been carried out since nearly twenty years with the goal of replacing the conventional aerodrome control tower by a new “Remote Tower Operation” (RTO) work environment for enhancing work efficiency and safety and reducing cost. The revolutionary human–system interface replaces the out-of-windows view by an augmented vision video panorama that allows for remote aerodrome traffic control without a physical tower building. It enables the establishment of a (multiple) remote control center (MRTO, RTC) that may serve several airports from a central location. The first (2016) edition of this book covered all aspects from preconditions over basic research and prototype development to initial validation experiments with field testing. Co-edited and -authored by DLR RTO-team members Dr. Anne Papenfuss and Jörn Jakobi, this second extended edition with nearly doubled number of chapters includes further important aspects of the international follow-up work towards the RTO-deployment. Focus of the extension with new contributions from ENRI/Japan and IAA/Dublin with Cranfield University, is on MRTO, workload, implementation, and standardization. Specifically, the two revised and nine new Chapters put the focus on inclusion of augmented vision and virtual reality technologies, human-in-the-loop simulation for quantifying workload and deriving minimum (technical) requirements according to standards of the European Organization for Civil Aviation Equipment (EUROCAE), and MRTO implementation and certification. Basics of optical / video design, workload measures, and advanced psychophysical data analysis are presented in four appendices.
The Virtual and the Real in Planning and Urban Design: Perspectives, Practices and Applications
by Claudia Yamu Alenka Poplin Oswald Devisch Gert De RooThe Virtual and the Real in Planning and Urban Design: Perspectives, Practices and Applications explores the merging relationship between physical and virtual spaces in planning and urban design. Technological advances such as smart sensors, interactive screens, locative media and evolving computation software have impacted the ways in which people experience, explore, interact with and create these complex spaces. This book draws together a broad range of interdisciplinary researchers in areas such as architecture, urban design, spatial planning, geoinformation science, computer science and psychology to introduce the theories, models, opportunities and uncertainties involved in the interplay between virtual and physical spaces. Using a wide range of international contributors, from the UK, USA, Germany, France, Switzerland, Netherlands and Japan, it provides a framework for assessing how new technology alters our perception of physical space.
Virtual, Augmented and Mixed Reality: 13th International Conference, VAMR 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings (Lecture Notes in Computer Science #12770)
by Jessie Y. C. Chen Gino FragomeniThis book constitutes the refereed proceedings of the 13th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2021, held virtually as part of the 23rd HCI International Conference, HCII 2021, in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 47 papers included in this volume were organized in topical sections as follows: designing and evaluating VAMR environments; multimodal and natural interaction in VAMR; head-mounted displays and VR glasses; VAMR applications in design, the industry and the military; and VAMR in learning and culture.
Virtual, Augmented and Mixed Reality: 14th International Conference, VAMR 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings, Part I (Lecture Notes in Computer Science #13317)
by Jessie Y. C. Chen Gino FragomeniThis two-volume set LNCS 13317 and 13318 constitutes the thoroughly refereed proceedings of the 14th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2022, held virtually as part of the 24rd HCI International Conference, HCII 2022, in June/July 2022.The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 56 papers included in this 2-volume set were organized in topical sections as follows: Developing VAMR Environments; Evaluating VAMR environments; Gesture-based, haptic and multimodal interaction in VAMR; Social, emotional, psychological and persuasive aspects in VAMR; VAMR in learning, education and culture; VAMR in aviation; Industrial applications of VAMR. The first volume focuses on topics related to developing and evaluating VAMR environments, gesture-based, haptic and multimodal interaction in VAMR, as well as social, emotional, psychological and persuasive aspects in VAMR, while the second focusses on topics related to VAMR in learning, education and culture, VAMR in aviation, and industrial applications of VAMR.
Virtual, Augmented and Mixed Reality: 15th International Conference, VAMR 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings (Lecture Notes in Computer Science #14027)
by Jessie Y. C. Chen Gino FragomeniThis book constitutes the refereed proceedings of the 15th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2023, held as part of the 25th International Conference, HCI International 2023, in Copenhagen, Denmark, in July 2023. The total of 1578 papers and 396 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 7472 submissions. The VAMR 2023 proceedings were organized in the following topical sections: Designing VAMR Applications and Environments; Visualization, Image Rendering and 3D in VAMR; Multimodal Interaction in VAMR; Robots and Avatars in Virtual and Augmented Reality; VAMR in Medicine and Health; VAMR in Aviation; and User Experience in VAMR.
Virtual, Augmented and Mixed Reality: 10th International Conference, VAMR 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part I (Lecture Notes in Computer Science #10909)
by Jessie Y.C. Chen Gino FragomeniThis two-volume set LNCS 10909 and 10910 constitutes the refereed proceedings of the 10th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2018, held as part of HCI International 2018 in Las Vegas, NV, USA. HCII 2018 received a total of 4346 submissions, of which 1171 papers and 160 posters were accepted for publication after a careful reviewing process. The 65 papers presented in this volume were organized in topical sections named: interaction, navigation, and visualization in VAMR; embodiment, communication, and collaboration in VAMR; education, training, and simulation; VAMR in psychotherapy, exercising, and health; virtual reality for cultural heritage, entertainment, and games; industrial and military applications.
Virtual, Augmented and Mixed Reality: 10th International Conference, VAMR 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part II (Lecture Notes in Computer Science #10910)
by Jessie Y.C. Chen Gino FragomeniThis two-volume set LNCS 10909 and 10910 constitutes the refereed proceedings of the 10th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2018, held as part of HCI International 2018 in Las Vegas, NV, USA. HCII 2018 received a total of 4346 submissions, of which 1171 papers and 160 posters were accepted for publication after a careful reviewing process. The 65 papers presented in this volume were organized in topical sections named: interaction, navigation, and visualization in VAMR; embodiment, communication, and collaboration in VAMR; education, training, and simulation; VAMR in psychotherapy, exercising, and health; virtual reality for cultural heritage, entertainment, and games; industrial and military applications.
Virtual, Augmented and Mixed Reality. Design and Interaction: 12th International Conference, VAMR 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part I (Lecture Notes in Computer Science #12190)
by Gino Fragomeni Jessie Y. C. ChenThe 2 volume-set of LNCS 12190 and 12191 constitutes the refereed proceedings of the 12th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2020, which was due to be held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark. The conference was held virtually due to the COVID-19 pandemic.A total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions.The 71 papers included in these HCI 2020 proceedings were organized in topical sections as follows:Part I: design and user experience in VAMR; gestures and haptic interaction in VAMR; cognitive, psychological and health aspects in VAMR; robots in VAMR.Part II: VAMR for training, guidance and assistance in industry and business; learning, narrative, storytelling and cultural applications of VAMR; VAMR for health, well-being and medicine.
Virtual, Augmented and Mixed Reality. Multimodal Interaction: 11th International Conference, VAMR 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part I (Lecture Notes in Computer Science #11574)
by Jessie Y. C. Chen Gino FragomeniThis two-volume set LNCS 11574 and 11575 constitutes the refereed proceedings of the 11th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 80 papers presented in this volume were organized in topical sections named: multimodal interaction in VR, rendering, layout, visualization and navigation, avatars, embodiment and empathy in VAMR, cognitive and health issues in VAMR, VAMR and robots, VAMR in learning, training and entertainment, VAMR in aviation, industry and the military.
Virtual Character Design for Games and Interactive Media
by Robin James SloanWhile the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more
Virtual Cities: An Atlas And Exploration Of Video Game Cities
by Konstantinos DimopoulosImmerse yourself in 45 spectacularly imagined virtual cities, from Arkham City to Whiterun, in this beautifully illustrated unofficial guide. Spanning decades of digital history, this is the ultimate travel guide and atlas of the gamer imagination. Dimopoulos invites readers to share his vision of dozens of different gaming franchises like never before: discover Dimopoulos’s Half-Life 2’s City 17, Yakuza 0’s Kamurocho, Fallout’s New Vegas, Super Mario Odyssey’s New Donk City, and many more. Each chapter of this virtual travel guide consists of deep dives into the history and lore of these cities from an in-universe perspective. Illustrated with original color ink drawings and—of course—gorgeous and detailed maps, readers can explore the nostalgic games of their youth as well as modern hits. Sidebars based on the author’s research tell behind-the-scenes anecdotes and reveal the real-world stories that inspired these iconic virtual settings. With a combination of stylish original maps, illustrations, and insightful commentary and analysis, this is a must-have for video game devotees, world-building fans, and game design experts.
Virtual Hallyu: Korean Cinema of the Global Era
by Kyung Hyun Kim"[T]his fine book . . . . enlarges our vision of one of the great national cinematic flowerings of the last decade."--Martin Scorsese, from the forewordIn the late 1990s, South Korean film and other cultural products, broadly known as hallyu (Korean wave), gained unprecedented international popularity. Korean films earned an all-time high of $60.3 million in Japan in 2005, and they outperformed their Hollywood competitors at Korean box offices. In Virtual Hallyu, Kyung Hyun Kim reflects on the precariousness of Korean cinema's success over the past decade. Arguing that state film policies and socioeconomic factors cannot fully explain cinema's true potentiality, Kim draws on Deleuze's concept of the virtual--according to which past and present and truth and falsehood coexist--to analyze the temporal anxieties and cinematic ironies embedded in screen figures such as a made-in-the-USA aquatic monster (The Host), a postmodern Chosun-era wizard (Jeon Woo-chi), a schizo man-child (Oasis), a weepy North Korean terrorist (Typhoon), a salary man turned vengeful fighting machine (Oldboy), and a sick nationalist (the repatriated colonial-era film Spring of Korean Peninsula). Kim maintains that the full significance of hallyu can only be understood by exposing the implicit and explicit ideologies of protonationalism and capitalism that, along with Korea's ambiguous post-democratization and neoliberalism, are etched against the celluloid surfaces.
The Virtual Life of Film
by D. N. RodowickAs almost (or, truly, virtually) every aspect of making and viewing movies is replaced by digital technologies, even the notion of "watching a film" is fast becoming an anachronism. With the likely disappearance of celluloid film stock as a medium, and the emergence of new media competing for an audience, what will happen to cinema--and to cinema studies? In the first of two books exploring this question, D. N. Rodowick considers the fate of film and its role in the aesthetics and culture of moviemaking and viewing in the twenty-first century. Here Rodowick proposes and examines three different critical responses to the disappearance of film in relation to other time-based media, and to the study of contemporary visual culture. Film, he suggests, occupies a special place in the genealogy of the arts of the virtual: while film disappears, cinema persists--at least in the narrative forms imagined by Hollywood since 1915. Rodowick also observes that most so-called "new media" are fashioned upon a cinematic metaphor. His book helps us see how digital technologies are serving, like television and video before them, to perpetuate the cinematic as the mature audiovisual culture of the twentieth century--and, at the same time, how they are preparing the emergence of a new audiovisual culture whose broad outlines we are only just beginning to distinguish.
The Virtual Liturgy and Ritual Artifacts in Medieval and Early Modern Studies (Routledge Research in Art History)
by Katharine D. ScherffExamining the history of altar decorations, this study of the visual liturgy grapples with many of the previous theoretical frameworks to reveal the evolution and function of these ritual objects. Using an interdisciplinary approach, this book uses traditional ar- historical methodologies and media technology theory to reexamine ritual objects. Previous analysis has not considered the in-between nature of these objects as deliberate and virtual conduits to the divine. The liturgy, the altarpiece, the altar environment, relics, and their reliquaries are media. In a series of case studies, several objects tell a different story about culture and society in medieval Europe. In essence, they reveal that media and media technologies generate and modulate the individual and collective structure of feelings of sacredness among assemblages of humans and nonhumans. The book will be of interest to scholars working in art history, medieval studies, early modern studies, and architectural history.
Virtual Memory: Time-Based Art and the Dream of Digitality
by Homay KingIn Virtual Memory, Homay King traces the concept of the virtual through the philosophical works of Henri Bergson, Gilles Deleuze, and Giorgio Agamben to offer a new framework for thinking about film, video, and time-based contemporary art. Detaching the virtual from its contemporary associations with digitality, technology, simulation, and speed, King shows that using its original meaning--which denotes a potential on the cusp of becoming--provides the means to reveal the "analog" elements in contemporary digital art. Through a queer reading of the life and work of mathematician Alan Turing, and analyses of artists who use digital technologies such as Christian Marclay, Agnès Varda, and Victor Burgin, King destabilizes the analog/digital binary. By treating the virtual as the expression of powers of potential and change and of historical contingency, King explains how these artists transcend distinctions between disembodiment and materiality, abstraction and tangibility, and the unworldly and the earth-bound. In so doing, she shows how their art speaks to durational and limit-bound experience more than contemporary understandings of the virtual and digital would suggest.