Understanding Virtual Reality

Produk Detail:
  • Author : William R. Sherman
  • Publisher : Morgan Kaufmann
  • Pages : 938 pages
  • ISBN : 012801038X
  • Rating : /5 from reviews
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Download or Read online Understanding Virtual Reality full in PDF, ePub and kindle. this book written by William R. Sherman and published by Morgan Kaufmann which was released on 08 November 2018 with total page 938 pages. We cannot guarantee that Understanding Virtual Reality book is available in the library, click Get Book button and read full online book in your kindle, tablet, IPAD, PC or mobile whenever and wherever You Like. Understanding Virtual Reality: Interface, Application, and Design, Second Edition, arrives at a time when the technologies behind virtual reality have advanced dramatically in their development and deployment, providing meaningful and productive virtual reality applications. The aim of this book is to help users take advantage of ways they can identify and prepare for the applications of VR in their field, whatever it may be. The included information counters both exaggerated claims for VR, citing dozens of real-world examples. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in application design and implementation, including hardware requirements, system integration, interaction techniques and usability. Features substantive, illuminating coverage designed for technical or business readers and the classroom Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction and other fields Provides (via a companion website) additional case studies, tutorials, instructional materials and a link to an open-source VR programming system Includes updated perception material and new sections on game engines, optical tracking, VR visual interface software and a new glossary with pictures

Understanding Virtual Reality

Understanding Virtual Reality
  • Author : William R. Sherman,Alan B. Craig
  • Publisher : Morgan Kaufmann
  • Release : 08 November 2018
GET THIS BOOK Understanding Virtual Reality

Understanding Virtual Reality: Interface, Application, and Design, Second Edition, arrives at a time when the technologies behind virtual reality have advanced dramatically in their development and deployment, providing meaningful and productive virtual reality applications. The aim of this book is to help users take advantage of ways they can identify and prepare for the applications of VR in their field, whatever it may be. The included information counters both exaggerated claims for VR, citing dozens of real-world examples. By approaching

Understanding Virtual Reality

Understanding Virtual Reality
  • Author : William R. Sherman,Alan B. Craig
  • Publisher : Morgan Kaufmann
  • Release : 18 May 2022
GET THIS BOOK Understanding Virtual Reality

Understanding Virtual Reality arrives at a time when the technologies behind virtual reality have advanced to the point that it is possible to develop and deploy meaningful, productive virtual reality applications. The aim of this thorough, accessible exploration is to help you take advantage of this moment, equipping you with the understanding needed to identify and prepare for ways VR can be used in your field, whatever your field may be. By approaching VR as a communications medium, the authors

Understanding Augmented Reality

Understanding Augmented Reality
  • Author : Alan B. Craig
  • Publisher : Newnes
  • Release : 26 April 2013
GET THIS BOOK Understanding Augmented Reality

Understanding Augmented Reality addresses the elements that are required to create augmented reality experiences. The technology that supports augmented reality will come and go, evolve and change. The underlying principles for creating exciting, useful augmented reality experiences are timeless. Augmented reality designed from a purely technological perspective will lead to an AR experience that is novel and fun for one-time consumption - but is no more than a toy. Imagine a filmmaking book that discussed cameras and special effects software,

Essential Virtual Reality fast

Essential Virtual Reality fast
  • Author : John Vince
  • Publisher : Springer Science & Business Media
  • Release : 06 December 2012
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Virtual reality (VR) allows users to enter computer generated 3D scenes that can be navigated and manipulated. Essential Virtual Reality fast shows readers what is and isn't VR. The author provides an overview of the history of virtual reality and explains, in easy-to-understand terms, the concepts of computer graphics and how they are integral to VR systems. The importance of integrating human factors, such as vision, sound, touch and balance, is emphasized. Exploring actual VR systems, readers will learn about

Virtual Reality

Virtual Reality
  • Author : Randall Shumaker
  • Publisher : Springer
  • Release : 24 August 2007
GET THIS BOOK Virtual Reality

This book constitutes the refereed proceedings of the Second International Conference on Virtual Reality, ICVR 2007, held in Beijing, China. It covers 3D rendering and visualization, interacting and navigating in virtual and augmented environments, industrial applications of virtual reality, as well as health, cultural, educational and entertainment applications.

Developing Virtual Reality Applications

Developing Virtual Reality Applications
  • Author : Alan B. Craig,William R. Sherman,Jeffrey D. Will
  • Publisher : Morgan Kaufmann
  • Release : 02 June 2009
GET THIS BOOK Developing Virtual Reality Applications

Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before having them created, and allow for greater creative exploration. In this book, VR developers Alan Craig, William Sherman, and Jeffrey Will examine a comprehensive collection of current,unique, and foundational VR applications in a multitude of fields, such as business, science, medicine, art, entertainment, and public safety among others. An insider’s view of what works, what

Using VR in Medicine

Using VR in Medicine
  • Author : Cathleen Small
  • Publisher : Cavendish Square Publishing, LLC
  • Release : 15 July 2019
GET THIS BOOK Using VR in Medicine

Medicine is an ever-changing field in which new treatments and diagnostic techniques are introduced constantly. With the increased use of virtual and augmented reality, surgeons have the capacity to "see" into a patient's body before even making a single cut. Medical students can learn the field by practicing risk-free on virtual patients in a 3D environment. Psychiatrists can treat conditions such as post-traumatic stress disorder without the increased use of pharmaceuticals. This book explains both virtual and augmented reality while

Current and Prospective Applications of Virtual Reality in Higher Education

Current and Prospective Applications of Virtual Reality in Higher Education
  • Author : Choi, Dong Hwa,Dailey-Hebert, Amber,Estes, Judi Simmons
  • Publisher : IGI Global
  • Release : 31 July 2020
GET THIS BOOK Current and Prospective Applications of Virtual Reality in Higher Education

For the last decade, virtual reality has been utilized in diverse fields such as entertainment, medicine, and industry. Recently, virtual reality has been applied in educational settings in order to transform student learning and experiences through such methods as building prototypes using digital devices or exploring new cultures through immersive interactions. Teachers who can incorporate virtual reality into their classrooms can provide their students with more meaningful learning experiences and can witness higher engagement. Current and Prospective Applications of Virtual

Virtual Reality Designs

Virtual Reality Designs
  • Author : Adriana Peña Pérez Negrón,Graciela Lara López,Héctor Rafael Orozco Aguirre
  • Publisher : CRC Press
  • Release : 12 March 2020
GET THIS BOOK Virtual Reality Designs

Virtual Reality is not real life. Instead it is life-like creations using computer-generated scenarios. Human behavior is replicated in virtual scenarios, where every detail is controlled by computers, and in situations that can be repeated under the same conditions. Based on technology and design, the user can experience presence. In the virtual world, users are embodied in avatars that represent them and are the means to interact with the virtual environment. Avatars are graphical models that behave on behalf of

Emerging Tools and Applications of Virtual Reality in Education

Emerging Tools and Applications of Virtual Reality in Education
  • Author : Choi, Dong Hwa
  • Publisher : IGI Global
  • Release : 18 January 2016
GET THIS BOOK Emerging Tools and Applications of Virtual Reality in Education

Virtual reality is the next frontier of communication. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. It only follows that to educate and stimulate the next generation of industry leaders, one must use the most innovative tools available. By coupling education with the most immersive technology available, teachers may inspire students in exciting new ways. Emerging Tools and Applications of Virtual Reality in Education explores the potential and practical uses of virtual

Augmented Reality Virtual Reality and Computer Graphics

Augmented Reality  Virtual Reality  and Computer Graphics
  • Author : Lucio Tommaso De Paolis,Pasquale Arpaia,Patrick Bourdot
  • Publisher : Springer Nature
  • Release : 15 September 2021
GET THIS BOOK Augmented Reality Virtual Reality and Computer Graphics

This book constitutes the refereed proceedings of the 8th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2021, held in Italy, in September 2021. Due to COVID-19 pandemic the conference was held virtually. The 38 full and 14 short papers were carefully reviewed and selected from 69 submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual reality, augmented reality, mixed reality, applications in cultural heritage, in medicine, in education, and in industry.

Virtual Reality and the Built Environment

Virtual Reality and the Built Environment
  • Author : Jennifer Whyte
  • Publisher : Routledge
  • Release : 22 August 2007
GET THIS BOOK Virtual Reality and the Built Environment

This is the first text to focus on virtual reality applications for design of the built environment. This guide explores the use of virtual reality at the practical level. It provides an overview of industrial applications of virtual reality and explores relevant scientific research. Virtual Reality in the Built Environment is a guide to the practical uses of virtual design, construction, and management. Providing an overview of industrial applications for virtual reality and exploring relevant research, this book is an

Virtual Reality Filmmaking

Virtual Reality Filmmaking
  • Author : Celine Tricart
  • Publisher : Taylor & Francis
  • Release : 22 November 2017
GET THIS BOOK Virtual Reality Filmmaking

Virtual Reality Filmmaking presents a comprehensive guide to the use of virtual reality in filmmaking, including narrative, documentary, live event production, and more. Written by Celine Tricart, a filmmaker and an expert in new technologies, the book provides a hands-on guide to creative filmmaking in this exciting new medium, and includes coverage on how to make a film in VR from start to finish. Topics covered include: The history of VR; VR cameras; Game engines and interactive VR; The foundations

Using VR in Gaming

Using VR in Gaming
  • Author : Cathleen Small
  • Publisher : Cavendish Square Publishing, LLC
  • Release : 15 July 2019
GET THIS BOOK Using VR in Gaming

For many, the idea of a career that incorporates their passion is tantalizing. For avid gamers, this dream is becoming a reality. Since virtual and augmented reality technologies are still relatively new to the gaming world, jobs related to software and hardware development and the management of users' experiences are exploding. This book takes readers on a journey from the beginnings of virtual and augmented reality in games all the way to current, cutting-edge augmented and virtual reality gaming technologies,