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Jumanji. [videorecording] / by Awkwafina,1989-actor.; Black, Jack,1969-actor.; Darby, Rhys,1974-actor.; DeVito, Danny,actor.; Gillan, Karen,1987-actor.; Glover, Danny,actor.; Hanks, Colin,1977-actor.; Hart, Kevin,1979-actor.; Johnson, Dwayne,1972-actor.; Jonas, Nick,actor.; Kasdan, Jake,1975-screenwriter,film director.; McCann, Rory,1969-actor.; Pinkner, Jeff,screenwriter.; Ramirez, Dania,actor.; Rosenberg, Scott,1963-screenwriter.; motion picture adaptation of (work):Van Allsburg, Chris.Jumanji.; Sony Pictures Home Entertainment (Firm),publisher.;
Dwayne 'The Rock' Johnson, Karen Gillan, Danny Devito, Jack Black, Awkwafina, Kevin Hart, Nick Jonas, Rhys Darby, Colin Hanks, Dania Ramirez, Danny Glover, Rory McCann.The gang is back, but the game has changed. As they return to Jumanji to rescue one of their own, they discover that nothing is as they expect. The players will have to brave parts unknown and unexplored, from the arid deserts to the snowy mountains, in order to escape the world's most dangerous game.Canadian Home Video Rating: PG.MPAA rating: PG-13; for adventure action, suggestive content and some language.Blu-ray disc (requires Blu-ray player for playback) ; anamorphic widescreen format (2.39:1 aspect ratio) ; DTS-HD Master Audio 5.1, Dolby digital 5.1 DVS.
Subjects: Action and adventure films.; Comedy films.; Feature films.; Video recordings for the hearing impaired.; Video recordings for people with visual disabilities.; Avatars (Virtual reality); Jungles; Rescues; Jungle survival; Video games;
For private home use only.
Available copies: 1 / Total copies: 1
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The everlasting road / by Kinew, Wab,1981-author.;
The boundaries between the virtual and the real world become dangerously blurred for a young Indigenous girl in the follow-up to the YA fantasy debut Walking in Two Worlds from bestselling Indigenous author Wab Kinew. Perfect for fans of Ready Player One and the Otherworld series. Devastated by the loss of her beloved older brother to cancer, Bugz returns to the place where she can always find solace and strength: the Floraverse. Over the past year, she has gained back all that she had lost in that virtual world, and while the remaining ClanLess members still plot against her, she is easily able to overcome their attacks. Even better, she's been secretly working on a bot that will be both an incredible weapon and a source of comfort: Waawaate. With the Waawaate bot looking exactly like the brother she misses so much--even acting so much like him--Bugz feels ready to show him off to Feng, who has become a constant companion in the Verse, and she cannot wait to team up with both friend and bot to secure her dominance once and for all. But Feng has his own issues to deal with, especially when news that his parents are alive and want to contact him threatens to send his new life on the Rez into upheaval. As they work through their complicated feelings of grief and loss, Feng and Bugz find themselves becoming ever closer. But disturbances in the Floraverse cannot be ignored, especially when Bugz realizes that her Waawaate bot is growing in powers beyond her control . . . "--012+.
Subjects: Science fiction.; Young adult fiction.; Novels.; Brothers; Grief; Interpersonal relations; Virtual reality; Brothers; Grief; Interpersonal relations; Virtual reality; Ojibwe; Ojibwe;
Available copies: 1 / Total copies: 1
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Jumanji. [videorecording] / by Kasdan, Jake,1975-film director.; Tolmach, Matt,film producer.; McKenna, Chris,screenwriter.; Sommers, Erik,screenwriter.; Rosenberg, Scott,1963-screenwriter.; Pinkner, Jeff,screenwriter.; Johnson, Dwayne,1972-actor.; Gillan, Karen,1987-actor.; Hart, Kevin,1979-actor.; Black, Jack,1969-actor.; Cannavale, Bobby,actor.; Jonas, Nick,actor.; Pados, Gyula,1969-director of photography.; Helfrich, Mark,editor of moving image work.; Edwards, Steve(Film editor),editor of moving image work.; Jackman, Henry(Henry Pryce),composer (expression); based on (work):Van Allsburg, Chris.Jumanji.; Columbia Pictures,presenter.; Sony Pictures Home Entertainment (Firm),publisher,film distributor.;
Director of photography, Gyula Pados ; edited by Mark Helfrich, Steve Edwards ; music by Henry Jackman.Dwayne Johnson, Karen Gillan, Kevin Hart, Jack Black, Bobby Cannavale, Nick Jonas.When four high school kids discover an old video game console with a game they've never heard of--Jumanji--they are immediately drawn into the game's jungle setting, literally becoming the avatars they chose: gamer Spencer becomes a brawny adventurer (Dwayne Johnson); football jock Fridge loses (in his words) "the top two feet of his body" and becomes an Einstein (Kevin Hart); popular girl Bethany becomes a middle-aged male professor (Jack Black); and wallflower Martha becomes a badass warrior (Karen Gillan). What they discover is that you don't just play Jumanji--you must survive it. To beat the game and return to the real world, they'll have to go on the most dangerous adventure of their lives, discover what Alan Parrish left 20 years ago, and change the way they think about themselves--or they'll be stuck in the game forever.Canadian Home Video Rating: PG.MPAA rating: PG-13.DVD ; anamorphic widescreen presentation (2.39:1 aspect ratio) ; Dolby Digital 5.1.
Subjects: Action and adventure films.; Feature films.; Video recordings for people with visual disabilities.; Video games; High school students; Teenagers; Avatars (Virtual reality); Jungles;
For private home use only.
Available copies: 1 / Total copies: 1
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The metaverse : and how it will revolutionize everything / by Ball, Matthew,author.;
The term "Metaverse" is suddenly everywhere, from the front pages of national newspapers and the latest fashion trends to the plans of the most powerful companies in history. It is already shaping the policy platforms of the US government, the European Union, and the Chinese Communist Party. But what, exactly, is the Metaverse? As pioneering theorist and venture capitalist Matthew Ball explains, it is a persistent and interconnected network of 3D virtual worlds that will eventually serve as the gateway to most online experiences, and also underpin much of the physical world. For decades, these ideas have been limited to science fiction and video games, but they are now poised to revolutionize every industry and function, from finance and healthcare to education, consumer products, city planning, dating, and well beyond. Taking us on an expansive tour of the "next internet," Ball demonstrates that many proto-Metaverses are already here, such as Fortnite, Minecraft, and Roblox. Yet these offer only a glimpse of what is to come. Ball presents a comprehensive definition of the Metaverse before explaining the technologies that will power it and the breakthroughs that will be necessary to fully realize it. He addresses the governance challenges the Metaverse entails; investigates the role of Web3, blockchains, and NFTs; and predicts Metaverse winners and losers. Most importantly, he examines many of the Metaverse's almost unlimited applications. The internet will no longer be at arm's length; instead, it will surround us, with much of our lives, labor, and leisure taking place inside the Metaverse. Bringing clarity and authority to a frequently misunderstood concept, Ball foresees trillions of dollars in new value and the radical reshaping of society.
Subjects: Computers and civilization.; Human-computer interaction.; Mixed reality.; Science; Shared virtual environments.; Virtual reality.; Internet;
Available copies: 1 / Total copies: 1
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The city inside / by Basu, Samit,author.;
"The City Inside, a near-future epic by the internationally celebrated Samit Basu, pulls no punches as it comes for your anxieties about society, government, the environment, and our world at large-yet never loses sight of the hopeful potential of the future. "They'd known the end times were coming but hadn't known they'd be multiple choice." Joey is a Reality Controller in near future Delhi. Her job is to supervise the multimedia multi-reality livestreams of Indi, one of South Asia's fastest rising online celebrities-who also happens to be her college ex. Joey's job gives her considerable culture-power, but she's too caught up in day-to-day crisis-handling to see this, or to figure out what she wants from her life. Rudra is a recluse estranged from his wealthy and powerful family who fled to an impoverished immigrant neighborhood where he loses himself in video games and his neighbors' lives. When his father's death pulls him back into his family's orbit, an impulsive job offer from Joey becomes his only escape from the life he never wanted. But no good deed goes unpunished. As Joey and Rudra become enmeshed in multiple conspiracies, their lives start to spin out of control, complicated by dysfunctional relationships, corporate loyalty, and the never-ending pressures of surveillance capitalism. When a bigger picture begins to unfold around them, they must each decide how to do the right thing in a shadowy world where simply maintaining the status quo feels like an accomplishment. Ultimately, resistance will not-cannot-take the same shape for these two very different people"--
Subjects: Science fiction.; Dystopian fiction.; Novels.; Conspiracies; Future, The; Internet personalities; Reality in mass media; Virtual reality;
Available copies: 1 / Total copies: 1
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The Ruby code / by Khoury, Jessica,1990-;
"Bullied at school and home, Ash finds respite from his unhappy life in virtual reality games. One night, he spends his meager savings to help a stranger, who thanks him with a copy of an old fantasy game called The Glass Realm. While exploring the game, Ash meets a seemingly humble shopkeeper named Ruby. But from the start, Ruby seems different than the other townsfolk--especially when she and Ash stumble across an in-game quest designed not for the player, but for Ruby to solve. When Ruby begins developing powerful abilities that can rewrite the very code of the game, they realize she is far more than a pre-programmed side character. Following the quest left for her in The Glass Realm, the pair discover that Ruby is actually a sentient AI who's been hidden inside the game. Originally built as a weapon, her developer stole her from his employers and hid her away, hoping to keep her safe. That safety vanishes when Ash and Ruby are targeted by the powerful shadow organization who funded Ruby's development, and who would use her to spark a world war to rack up huge profits. Caught in a deadly game that blurs the lines between real and virtual, Ash and Ruby must flee for their lives. If they lose this game--they might just doom the world"--Publisher.
Subjects: Science fiction.; Video games; Virtual reality; Artificial intelligence;
Available copies: 1 / Total copies: 1
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Ready player two : a novel / by Cline, Ernest,author.;
Days after winning control of OASIS, the immersive virtual reality environment in which most of humanity chooses to live, Wade Watts discovers a world-changing technological advancement and draws the attention of a merciless new rival.
Subjects: Fantasy fiction.; Utopian fiction.; Puzzles; Regression (Civilization); Technology; Utopias; Virtual reality;
Available copies: 1 / Total copies: 3
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Close encounters of the nerd kind / by Harrington, Kim,1974-;
When Bex and Charlie try Veratrum Games Corp's new augmented reality game, featuring aliens instead of monsters, they attract two aliens, kind Vera and evil Bob, to Earth.LSC
Subjects: Science fiction.; Adventure fiction.; Extraterrestrial beings; Human-alien encounters; Virtual reality; Best friends; Friendship;
Available copies: 1 / Total copies: 1
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Walking in two worlds / by Kinew, Wab,1981-;
Includes Internet addresses.In the real world, Bugz is a shy and self-conscious Indigenous teen who deals with the stresses of teenage angst and reserve life. But in the virtual world, her alter ego is not just confident but powerful in a large multiplayer video game universe. Feng is a teen boy who has been sent from China to live with his aunt on the reserve. Meeting each other in real life, as well as in the virtual world, Bugz and Feng immediately relate to each other as outsiders and as devoted gamers. And as their bond is strengthened through their virtual adventures, they find that they have much in common in the real world, too. But betrayal threatens everything Bugz has developed in the virtual world and outside of it. It will take all her newfound strength to reunite the parallel aspects of her life: the traditional and the mainstream, the East and the West, the real and the virtual.LSC
Subjects: Fantasy fiction.; Teenagers; Ojibwa Indians; Chinese; Virtual reality; Video games; Friendship; Betrayal; Ojibwe;
Available copies: 1 / Total copies: 1
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Team Chu and the battle of Blackwood arena / by Dao, Julie C.;
"Competitive siblings Sadie and Clip Chu must set aside their differences and work together when they get stuck in a virtual reality laser tag game"-- Provided by publisher.LSC
Subjects: Fantasy fiction.; Siblings; Competition (Psychology); Cooperativeness; Virtual reality;
Available copies: 1 / Total copies: 1
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