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Virtual Reality Technology, Third Edition
(Englisch)
GC Burdea

95,95 €

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Produktbeschreibung

GRIGORE C. BURDEA is Professor Emeritus at Rutgers, the State University of New Jersey; he is author of several books on virtual reality and recipient of the prestigious IEEE Virtual Reality Career Award. Burdea is Fellow of the IEEE Virtual Reality Academy and Founder of the International Society on Virtual Rehabilitation. PHILIPPE COIFFET was Director of Research at the French National Scientific Research Center and Member of the National Academy for Technology of France. He authored 20 books on robotics and virtual reality, which have been translated into several languages.
Thorough overview of virtual reality technology fundamentals and latest advances, with coverage of hardware, software, human factors and applications, plus companion Laboratory Manual in Unity 3D.The Third Edition of the first comprehensive technical book on the subject of virtual reality, Virtual Reality Technology, provides updated and expanded coverage of VR technology, including where it originated, how it has evolved, and where it is going. Its primary objective is to be a complete, up-to-date textbook, as well as a source of information on a rapidly developing field of science and technology with broad societal impact.The two highly qualified authors cover all of the latest innovations and applications that are making virtual reality more important than ever before. Unlike other books on the subject, the book also includes a chapter on Human Factors, which are very important in designing technology around the human user.Virtual Reality Technology provides readers with a website-accessible Laboratory Manual using the Unity 3D game engine and programming language. Unity 3D is the preferred VR language these days and will prepare the student for the VR gaming and mobile applications industry. For universities Unity 3D is cost-effective as its student license is freely available.With comprehensive coverage of the subject, Virtual Reality Technology discusses sample topics such as:* Input and output interfaces, including holographic displays, foveated head-mounted displays, neural interfaces, haptic and olfactory feedback* Computing architecture, with emphasis on the rendering pipeline, the graphics processing unit and distributed/edge rendering* Object modeling, including physical and behavioral aspects, Artificial Intelligence controlled characters, and model management techniques* Programming toolkits for virtual reality and the game production pipeline* Human factors issues such as user performance and sensorial conflict, cybersickness and societal impact aspects of VR* Application examples in medical education, virtual rehabilitation, virtual heritage, gaming, and military use of virtual reality.Virtual Reality Technology provides thorough and complete coverage of an in-demand sector of technology, making it a highly valuable resource for undergraduate and graduate students in computer science, engineering, and science, along with a variety of professionals across many different industries, including but not limited to engineering, gaming, and defense.
Since the second edition of this widely acclaimed book was published, virtual reality technology continued to evolve, with new applications emerging in medicine, oil exploration, defense, manufacturing, and video games.
Thorough overview of virtual reality technology fundamentals and latest advances, with coverage of hardware, software, human factors and applications, plus companion Laboratory Manual in Unity 3D.
 
The Third Edition of the first comprehensive technical book on the subject of virtual reality, Virtual Reality Technology, provides updated and expanded coverage of VR technology, including where it originated, how it has evolved, and where it is going. Its primary objective is to be a complete, up-to-date textbook, as well as a source of information on a rapidly developing field of science and technology with broad societal impact.
 
The two highly qualified authors cover all of the latest innovations and applications that are making virtual reality more important than ever before. Unlike other books on the subject, the book also includes a chapter on Human Factors, which are very important in designing technology around the human user.
 
Virtual Reality Technology provides readers with a website-accessible Laboratory Manual using the Unity 3D game engine and programming language. Unity 3D is the preferred VR language these days and will prepare the student for the VR gaming and mobile applications industry. For universities Unity 3D is cost-effective as its student license is freely available.
 
With comprehensive coverage of the subject, Virtual Reality Technology discusses sample topics such as:
* Input and output interfaces, including holographic displays, foveated head-mounted displays, neural interfaces, haptic and olfactory feedback
* Computing architecture, with emphasis on the rendering pipeline, the graphics processing unit and distributed/edge rendering
* Object modeling, including physical and behavioral aspects, Artificial Intelligence controlled characters, and model management techniques
* Programming toolkits for virtual reality and the game production pipeline
* Human factors issues such as user performance and sensorial conflict, cybersickness and societal impact aspects of VR
* Application examples in medical education, virtual rehabilitation, virtual heritage, gaming, and military use of virtual reality.
 
Virtual Reality Technology provides thorough and complete coverage of an in-demand sector of technology, making it a highly valuable resource for undergraduate and graduate students in computer science, engineering, and science, along with a variety of professionals across many different industries, including but not limited to engineering, gaming, and defense.
Book Table of Contents
 
Dedication
 
Foreword
 
Preface to the 3rd Edition
 
1. Introduction
 
1.1 THE THREE I'S OF VIRTUAL REALITY
 
1.2 EARLY VIRTUAL REALITY
 
1.3 FIRST COMMERCIAL VIRTUAL REALITY
 
1.4 VIRTUAL REALITY AT THE TURN OF THE MILENIUM
 
1.5 VIRTUAL REALITY IN THE 21ST CENTURY
 
1.5 COMPONENTS OF CLASSICAL AND MODERN VIRTUAL REALITY SYSTEMS
 
1.6 REVIEW QUESTIONS
 
REFERENCES
 
2. Input Devices: Trackers, Navigation, Gesture and Neural Interfaces
 
2.1 THREE-DIMENSIONAL POSITION TRACKERS
 
2.1.1 Tracker performance parameters
 
2.1.2 Electromagnetic trackers
 
Trackers using alternating current (AC) magnetic fields
 
Trackers using direct current (DC) magnetic fields
 
Comparison of AC and DC Magnetic Trackers Accuracy Degradation
 
2.1.3 Optical Trackers
 
Passive Camera-based Optical Trackers
 
Active Camera-based Optical Trackers
 
Time-of-Flight Optical Trackers
 
Consumer-Grade Optical Trackers
 
Inside-looking-out Optical Trackers
 
Eye Trackers for Head-Mounted Displays
 
2.1.4 Optical Tracker Accuracy Degradation
 
2.1.5 Hybrid Inertia Trackers
 
Hybrid inertial-optical trackers
 
2.1.6 Global Positioning System Trackers
 
2.2 NAVIGATION AND MANIPULATION INTERFACES
 
2.2.1 Desktop Navigation Interfaces
 
2.2.2 Hand-held Navigation and Manipulation Interfaces
 
The FlightStick3
 
Game controllers are navigation and manipulation interfaces
 
2.2.3 Locomotion interfaces
 
The Cybershoes Arcade
 
The Omni Treadmill
 
2.3 GESTURE INTERFACES
 
2.3.1 Sensing Gloves
 
The 5DT Ultra Glove Ultra 14
 
The CyberGlove II
 
The Cyberglove-HT
 
2.3.2 Natural hand tracking
 
Natural vs Sensing Glove-based Hand Tracking
 
2.4 NEURAL INTERFACES
 
2.4.1 Research-grade Brain-Computer Interfaces
 
2.4.2 Consumer-grade Brain-Computer Interfaces
 
2.5 CONCLUSIONS
 
2.6 REVIEW QUESTIONS
 
REFERENCES
 
3. Output Devices: Graphics Displays
 
3.1 THE HUMAN VISION SYSTEM
 
3.2 GRAPHICS DISPLAY CHARACTERISRICS
 
3.3 DISPLAY TECHNOLOGIES
 
3.3.1 Displays using LCD technology
 
3.3.2 Displays using OLED technology
 
3.4 PERSONAL GRAPHICS DISPLAYS
 
3.4.1 Smart phones as VR displays
 
Smart phones as input devices
 
Smart phone use in HMDs
 
3.4.2 Head-Mounted Displays
 
Fixed-resolution HMD optics
 
Foveated HMD optics
 
Foveated HMDs which reduce native resolution
 
Foveated HMDs which increase native resolution
 
Head-Mounted Displays weight and weight distribution
 
The FOVE 0 HMD
 
The Oculus Quest 2 HMD
 
The HTC VIVE Focus 3
 
The Pimax Vision 8K X HMD
 
3.4.3 Desk Supported Personal Displays
 
Autostereoscopic monitors
 
3D Monitors
 
3.5 LARGE VOLUME DISPLAYS
 
3.5.1 Liquid Crystal Tiled Large-Volume Displays
 
Tiled wall displays
 
Tiled CAVE displays
 
3.5.2 Projector-based Large-Volume Displays
 
Dome-type large volume displays
 
Tiled Display Scene Continuity
 
Geometrical continuity
 
Visual continuity
 
Temporal continuity
 
3.6 MICRO-LED WALLS AND HOLOGRAPHIC DISPLAYS
 
3.6.1 Micro-LED Walls
 
3.6.2 Holographic displays
 
3.7 CONCLUSIONS
 
3.8 REVIEW QUESTIONS<

Klappentext

Since the second edition of this widely acclaimed book was published, virtual reality technology continued to evolve, with new applications emerging in medicine, oil exploration, defense, manufacturing, and video games. The Third Edition brings the field completely up to date, giving scientists and engineers a thorough understanding of virtual reality and its current state of the art. Focusing equally on hardware, software, and applications, this work also discusses key design issues involving human factors. Many supplementary materials, including a Laboratory Manual and companion website are also included.



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