Introduces virtual reality, exploring the technology involved and looking toward what the future might bring as VR is used more widely in entertainment, education, science, and medicine.
This Second Edition of the first comprehensive technical book on virtual reality provides updated and expanded coverage of the technology such as: * Input and output interfaces including touch and force feedback * Computing architecture ...
Eddings takes the reader on a fully illustrated, colorful ride through the ever-expanding world of Virtual Reality, simply and clearly explaining everything that VR encompasses, and fully exploring and detailing...
This book also counters both exaggerated claims for VR and the view that would reduce it to entertainment, citing dozens of real-world examples from many different fields and presenting (in a series of appendices) four in-depth application ...
FIGURE 1-18 (A) A cross-section of the London building where Robert Barker displayed his panoramic paintings. (B) Panoramic (B) painting “Edinburgh from The Crown of St. Giles” (1972) attributed to Robert Barker from (1739-1806) and ...
In most virtual reality systems, a mere few hundred polygons can unacceptably slow down the response to head movements because the scene must be computed on-the-fly over and over again. In panaroma mode, an observer may, for example, ...
Then I read William Gibson's Neuromancer, and it blew my adolescent mind like a bolt of neon lightning. In this cyberpunk novel's dystopian future, hackers transfer their consciousness directly into the Matrix, a virtual reality ...
Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of ...
Introduction to Virtual Reality explains what VR is about, without going into the underlying mathematical techniques, but at the same time providing a solid understanding and foundation of the techniques and applications involved.
Modelling of Static and Moving Objects: Digitizing Tangible and Intangible Cultural Heritage. In Mixed Reality and Gamification for Cultural Heritage (pp. 567–589). Cham: Springer International Publishing; ...
This book explores the realities of virtual reality, explaining what VR is and how it works, and even includes an app download for five exclusive VR experiences and a cardboard viewer with stickers so kids can make it their own.