Understanding Virtual Reality (2nd Ed.)
Interface, Application, and Design

The Morgan Kaufmann Series in Computer Graphics Series

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Language: Anglais
Cover of the book Understanding Virtual Reality

Approximative price 122.46 €

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938 p. · 19.1x23.5 cm · Paperback

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

PART I WHAT IS VIRTUAL REALITY? 1. Introduction to Virtual Reality 2. VR: The Medium

PART II VIRTUAL REALITY SYSTEMS 3. The Human in the Loop 4. Input: Interfacing the Participant(s) with the Virtual World 5. Output: Interfacing the Virtual World with the Participant(s) 6. Presenting the Virtual World 7. Interacting with the Virtual World

PART III APPLIED VIRTUAL REALITY 8. Bringing the Virtual World to Life 9. Experience Conception and Design: Applying VR to a Problem 10. Virtual Reality: Past, Present, Future