
Understanding Virtual Reality
Interface, Application, and Design
Resources
Description
Key Features
- 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
Readership
Advanced undergraduates and graduate students studying virtual reality in a variety of disciplines, including computer science, engineering, medicine, etc.; Professionals interested in Virtual Reality from such fields as computer graphics, engineering, science, education, and art
Table of Contents
PART I WHAT IS VIRTUAL REALITY?
1. Introduction to Virtual Reality
2. VR: The MediumPART 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 WorldPART 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
Product details
- No. of pages: 938
- Language: English
- Copyright: © Morgan Kaufmann 2018
- Published: November 8, 2018
- Imprint: Morgan Kaufmann
- Paperback ISBN: 9780128183991
- eBook ISBN: 9780128010389