Download or read book Virtual Realities 2 0 written by Paul Hume and published by FASA Corporation. This book was released on 1995-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Understanding Virtual Reality written by William R. Sherman and published by Morgan Kaufmann. This book was released on 2018-11-08 with total page 940 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understanding Virtual Reality: Interface, Application, and Design, Second Edition arrives at a time when the technologies behind virtual reality have advanced dramatically. The book helps users take advantage of the ways they can identify and prepare for the applications of VR in their field. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as underlying technologies evolve. Included are a history of VR, systems currently in use, 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
Download or read book Virtual Reality written by Steven M. LaValle and published by Cambridge University Press. This book was released on 2023-08-31 with total page 389 pages. Available in PDF, EPUB and Kindle. Book excerpt: An interdisciplinary text for students, researchers, and developers that blends foundations of virtual reality with industry insights.
Download or read book Virtual Reality written by Tang Xinxing and published by BoD – Books on Demand. This book was released on 2012-09-05 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: At present, the virtual reality has impact on information organization and management and even changes design principle of information systems, which will make it adapt to application requirements. The book aims to provide a broader perspective of virtual reality on development and application. First part of the book is named as "virtual reality visualization and vision" and includes new developments in virtual reality visualization of 3D scenarios, virtual reality and vision, high fidelity immersive virtual reality included tracking, rendering and display subsystems. The second part named as "virtual reality in robot technology" brings forth applications of virtual reality in remote rehabilitation robot-based rehabilitation evaluation method and multi-legged robot adaptive walking in unstructured terrains. The third part, named as "industrial and construction applications" is about the product design, space industry, building information modeling, construction and maintenance by virtual reality, and so on. And the last part, which is named as "culture and life of human" describes applications of culture life and multimedia-technology.
Download or read book Virtual Reality written by Jae-Jin Kim and published by BoD – Books on Demand. This book was released on 2011-01-08 with total page 690 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technological advancement in graphics and other human motion tracking hardware has promoted pushing "virtual reality" closer to "reality" and thus usage of virtual reality has been extended to various fields. The most typical fields for the application of virtual reality are medicine and engineering. The reviews in this book describe the latest virtual reality-related knowledge in these two fields such as: advanced human-computer interaction and virtual reality technologies, evaluation tools for cognition and behavior, medical and surgical treatment, neuroscience and neuro-rehabilitation, assistant tools for overcoming mental illnesses, educational and industrial uses. In addition, the considerations for virtual worlds in human society are discussed. This book will serve as a state-of-the-art resource for researchers who are interested in developing a beneficial technology for human society.
Download or read book Reality Virtual Worlds and the Problems of Philosophy written by David J. Chalmers and published by W. W. Norton & Company. This book was released on 2022-01-25 with total page 544 pages. Available in PDF, EPUB and Kindle. Book excerpt: A leading philosopher takes a mind-bending journey through virtual worlds, illuminating the nature of reality and our place within it. Virtual reality is genuine reality; that’s the central thesis of Reality+. In a highly original work of “technophilosophy,” David J. Chalmers gives a compelling analysis of our technological future. He argues that virtual worlds are not second-class worlds, and that we can live a meaningful life in virtual reality. We may even be in a virtual world already. Along the way, Chalmers conducts a grand tour of big ideas in philosophy and science. He uses virtual reality technology to offer a new perspective on long-established philosophical questions. How do we know that there’s an external world? Is there a god? What is the nature of reality? What’s the relation between mind and body? How can we lead a good life? All of these questions are illuminated or transformed by Chalmers’ mind-bending analysis. Studded with illustrations that bring philosophical issues to life, Reality+ is a major statement that will shape discussion of philosophy, science, and technology for years to come.
Download or read book Essential Virtual Reality fast written by John Vince and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 195 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 all the important aspects of virtual environments, including the hardware, software, and sound systems, as well as the latest VR techniques on the Internet.
Download or read book Simulated And Virtual Realities written by K. Carr and published by CRC Press. This book was released on 2023-05-09 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual reality is a perceptual experience, achieved using technology. Anyone wishing to develop virtual reality should understand the human perceptual processes with which the technology seeks to interact and control. The book presents state-of-the-art reviews of the current understanding of these human perceptual processes and the implications for virtual reality. It reports research which has tried to make the technology capable of delivering the required perceptual experience, comprising a basis for future virtual reality research, so as to achieve the optimum development of the field. It is intended to be of use to anyone who is involved with the creation of a virtual reality experience.
Download or read book Dawn of the New Everything written by Jaron Lanier and published by Henry Holt. This book was released on 2017-11-21 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Microsoft interdisciplinary scientist largely credited with popularizing virtual reality reflects on his lifelong relationship with technology, showing VR's ability to illuminate and amplify our understanding of our species and how the brain and body connect to the world. By the author of You Are Not a Gadget. --Publisher.
Download or read book A Mathematical Model For Physical Representation and Conflict Identification in Virtual Reality Architecture written by and published by Lulu.com. This book was released on with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Beyond Reality written by Kenneth J. Varnum and published by American Library Association. This book was released on 2019-07-03 with total page 145 pages. Available in PDF, EPUB and Kindle. Book excerpt: The current price of virtual reality headsets may seem out of economic reach for most libraries, but the potential of “assisted reality” tools goes well beyond merely inviting patrons to strap on a pair of goggles. Ranging from enhanced training to using third-party apps to enrich digital collections, there is a kaleidoscope of library uses for augmented, virtual, or mixed reality. In this collection, Varnum and his hand-picked team of contributors share exciting, surprising, and inspiring case studies from a mix of institution types, spotlighting such topics as collaborative virtual reality for improved library instruction, education, and learning and teaching; 3D modeling using virtual reality; virtual reality as collaboration space, from gaming to teleconferencing; balancing access with security, and other privacy issues; future possibilities for augmented reality in public libraries; and augmented reality for museums and special collection libraries. A perfect introduction to the topic, this book will encourage libraries to look beyond their own reality and adapt the ideas inside.
Download or read book The Thousand Faces of Virtual Reality written by Cecília Sík Lányi and published by BoD – Books on Demand. This book was released on 2014-11-26 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Reality (VR) has thousand faces. Why? Because from the moment of VRs birth we use it in every field of our life. VR is based on the development of information technology, computer graphics, and strong high speed hardware. VR has high impact not only on research but on our daily living as well. This book has an aim to present applications, trends and newest development in three main disciplines: health sector, education and industry. In this book several new applications are presented in three sections. The first part of the book deals with health care applications. It is followed by a literature review of Augmented Reality (AR). The second section contains industry field education disciplines. The last part shows several industry applications and research. This book will be useful for researchers, engineers and students.
Download or read book Crafting Stories for Virtual Reality written by Melissa Bosworth and published by Routledge. This book was released on 2018-11-09 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: We are witnessing a revolution in storytelling. Publications all over the world are increasingly using immersive storytelling—virtual reality, augmented reality and mixed reality—to tell compelling stories. The aim of this book is to distill the lessons learned thus far into a useful guide for reporters, filmmakers and writers interested in telling stories in this emerging medium. Examining ground-breaking work across industries, this text explains, in practical terms, how storytellers can create their own powerful immersive experiences as new media and platforms emerge.
Download or read book Product Innovation Toolbox written by Kannapon Lopetcharat and published by John Wiley & Sons. This book was released on 2022-10-19 with total page 565 pages. Available in PDF, EPUB and Kindle. Book excerpt: PRODUCT INNOVATION TOOLBOX Discover how to implement consumer-centric innovation to help create new product development in this latest edition In recent years, behavioral approaches, social media listening, and other new techniques and technologies—digital techniques, augmented intelligence, machine learning, and advanced biometrics, among others—have been foregrounded in innovation research. A focus on the evolving fields of data science and neuroscience is a driving force for both researchers and the people they study. These digital and mobile technologies have enabled researchers to augment listening, observing and categorizing methods, and to adapt new techniques in attempting to better understand consumers. On the other hand, digitized mobile societies, spurred by faster and cheaper internet access, emphasize an interconnectedness that drastically alters human behaviors and creates borderless influences. Even so, the tenets and approaches to insightful deep learning for consumers and other actors, from discovery through to the launch of successful products, remains an intrinsic part of assessing the market. Product Innovation Toolbox brings together key thought leaders and seasoned consumer researchers from corporate R&D, academia, and marketing research companies to share their experiences, advanced consumer research tools and practical tips for successful and sustainable product innovation. By offering these leading-edge tools and insights, the book ensures consumer-centric innovation by linking strategy and a designed approach. The new edition focuses on the integration and connection of all data—both structured and unstructured???for deep learning and activation, rather than a differentiated qualitative—quantitative approach, reflecting the shifting relationships involved in the latest developments in the field. The second edition of Product Innovation Toolbox also includes: Revised material for more than 70% of the manual, with 11 new and extensively updated chapters New tools sections on digital technologies to create novel ways to stimulate and elicit insights from participants, such as Virtual Reality (VR) and Digital Augmentation Upgraded versions of tools in each updated section, with fresh examples New case studies created using the tools from the previous edition, including cases regarding cross-continental marketplaces and cross-cultural societies An emphasis on tools with global applications Product Innovation Toolbox is an essential resource for product developers, marketers, and technologists.
Download or read book Augmented Reality Virtual Reality and Computer Graphics written by Lucio Tommaso De Paolis and published by Springer. This book was released on 2016-06-10 with total page 415 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 2-volume set LNCS 9768 and 9769 constitutes the refereed proceedings of the Third International Conference on Augmented Reality, Virtual Reality and Computer Graphics, AVR 2016, held in Lecce, Italy, in June 2016. The 40 full papers and 29 short papers presented werde carefully reviewed and selected from 131 submissions. The SALENTO AVR 2016 conference intended to bring together researchers, scientists, and practitioners to discuss key issues, approaches, ideas, open problems, innovative applications and trends on virtual and augmented reality, 3D visualization and computer graphics in the areas of medicine, cultural heritage, arts, education, entertainment, industrial andmilitary sectors.
Download or read book Virtual Reality in Medicine written by Robert Riener and published by Springer Science & Business Media. This book was released on 2012-04-23 with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Reality has the potential to provide descriptive and practical information for medical training and therapy while relieving the patient or the physician. Multimodal interactions between the user and the virtual environment facilitate the generation of high-fidelity sensory impressions, by using not only visual and auditory, but also kinesthetic, tactile, and even olfactory feedback modalities. On the basis of the existing physiological constraints, Virtual Reality in Medicine derives the technical requirements and design principles of multimodal input devices, displays, and rendering techniques. Resulting from a course taught by the authors, Virtual Reality in Medicine presents examples for surgical training, intra-operative augmentation, and rehabilitation that are already in use as well as those currently in development. It is well suited as introductory material for engineering and computer science students, as well as researchers who want to learn more about basic technologies in the area of virtual reality applied to medicine. It also provides a broad overview to non-engineering students as well as clinical users, who desire to learn more about the current state of the art and future applications of this technology.
Download or read book Design User Experience and Usability Designing Pleasurable Experiences written by Aaron Marcus and published by Springer. This book was released on 2017-06-28 with total page 772 pages. Available in PDF, EPUB and Kindle. Book excerpt: The three-volume set LNCS 10288, 10289, and 10290 constitutes the proceedings of the 6th International Conference on Design, User Experience, and Usability, DUXU 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCII 2017, in Vancouver, BC, Canada, in July 2017, jointly with 14 other thematically similar conferences. The total of 1228 papers presented at the HCII 2017 conferences were carefully reviewed and selected from 4340 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 168 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. LNCS 10288: The 56 papers included in this volume are organized in topical sections on design thinking and design philosophy; aesthetics and perception in design; user experience evaluation methods and tools; user centered design in the software development lifecycle; DUXU education and training. LNCS 10289: The 56 papers included in this volume are organized in topical sections on persuasive and emotional design; mobile DUXU; designing the playing experience; designing the virtual, augmented and tangible experience; wearables and fashion technology. LNCS 10290: The 56 papers included in this volume are organized in topical sections on information design; understanding the user; DUXU for children and young users; DUXU for art, culture, tourism and environment; DUXU practice and case studies.