Stepping into Virtual Reality

Stepping into Virtual Reality PDF Author: Mario Gutierrez
Publisher: Springer Science & Business Media
ISBN: 1848001177
Category : Computers
Languages : en
Pages : 218

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Book Description
Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these. Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. This textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications.

Stepping into Virtual Reality

Stepping into Virtual Reality PDF Author: Mario Gutierrez
Publisher: Springer Science & Business Media
ISBN: 1848001177
Category : Computers
Languages : en
Pages : 218

Get Book

Book Description
Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these. Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. This textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications.

Stepping into Virtual Reality

Stepping into Virtual Reality PDF Author: Mario A. Gutiérrez A.
Publisher: Springer Nature
ISBN: 3031364872
Category : Computers
Languages : en
Pages : 279

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Book Description
Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these. Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. This textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications.

Reality+: Virtual Worlds and the Problems of Philosophy

Reality+: Virtual Worlds and the Problems of Philosophy PDF Author: David J. Chalmers
Publisher: W. W. Norton & Company
ISBN: 0393635813
Category : Philosophy
Languages : en
Pages : 544

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Book Description
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.

Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do

Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do PDF Author: Jeremy Bailenson
Publisher: W. W. Norton & Company
ISBN: 0393253708
Category : Computers
Languages : en
Pages : 320

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Book Description
“If you want to understand the most immersive new communications medium to come along since cinema… I’d suggest starting with Mr. Bailenson’s [book].” —Wall Street Journal Virtual reality is able to effectively blur the line between reality and illusion, granting us access to any experience imaginable. These experiences, ones that the brain is convinced are real, will soon be available everywhere. In Experience on Demand, Jeremy Bailenson draws upon two decades spent researching the psychological effects of VR to help readers understand its upsides and possible downsides. He offers expert guidelines for interacting with VR, and describes the profound ways this technology can be put to use to hone our performance, help us recover from trauma, improve our learning, and even enhance our empathic and imaginative capacities so that we treat others and ourselves better.

Human Walking in Virtual Environments

Human Walking in Virtual Environments PDF Author: Frank Steinicke
Publisher: Springer Science & Business Media
ISBN: 1441984321
Category : Technology & Engineering
Languages : en
Pages : 405

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Book Description
This book presents a survey of past and recent developments on human walking in virtual environments with an emphasis on human self-motion perception, the multisensory nature of experiences of walking, conceptual design approaches, current technologies, and applications. The use of Virtual Reality and movement simulation systems is becoming increasingly popular and more accessible to a wide variety of research fields and applications. While, in the past, simulation technologies have focused on developing realistic, interactive visual environments, it is becoming increasingly obvious that our everyday interactions are highly multisensory. Therefore, investigators are beginning to understand the critical importance of developing and validating locomotor interfaces that can allow for realistic, natural behaviours. The book aims to present an overview of what is currently understood about human perception and performance when moving in virtual environments and to situate it relative to the broader scientific and engineering literature on human locomotion and locomotion interfaces. The contents include scientific background and recent empirical findings related to biomechanics, self-motion perception, and physical interactions. The book also discusses conceptual approaches to multimodal sensing, display systems, and interaction for walking in real and virtual environments. Finally, it will present current and emerging applications in areas such as gait and posture rehabilitation, gaming, sports, and architectural design.

Virtual Reality Gaming

Virtual Reality Gaming PDF Author: Betsy Rathburn
Publisher: Bellwether Media
ISBN: 1648341365
Category : Juvenile Nonfiction
Languages : en
Pages : 24

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Book Description
Time to step into a new world! When you strap on a virtual reality headset, it will feel like you have! Virtual reality gaming uses new technology to give players an unforgettable experience. In this engaging title, striving readers will learn about the history and development of virtual reality gaming, including the hardware used, popular games, and more. A visual timeline highlights the history of VR gaming, while other features list top-selling games, profile a popular VR game, and more. Readers will love stepping into a new world with this high-interest title!

Beyond Reality

Beyond Reality PDF Author: Susanne Holmes
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 0

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Book Description
In our modern world, virtual realities have become an integral part of our lives. Whether it's through virtual reality headsets, online gaming, or augmented reality experiences, we find ourselves navigating through digital worlds more than ever before. This book, "BEYOND REALITY: Navigating Life in Virtual Worlds", aims to explore the challenges and opportunities that come with living a significant part of our lives in these digital realms. Definition of Virtual Worlds - Let's start by defining what we mean by virtual worlds-places where we can immerse ourselves in digital environments through technologies like virtual reality and online platforms. This handbook acts as a detailed roadmap, for beginners and individuals stepping into the virtual world for the first time, providing essential guidance and serving as a reference to navigate and understand this new and exciting territory and the importance of understanding and navigating virtual environments in the modern era. An overview of guidelines and directions, offering readers a comprehensive understanding of key principles and practical insights to navigate various aspects effectively and opening the stage for a deeper exploration of the impact of virtual worlds on our personal and social lives, education, work, and entertainment. "Embark on a new adventure and try stepping into virtual worlds! The digital realm holds endless possibilities for exploration, creativity, and connection. Dive in, experience the thrill, and discover the unique landscapes awaiting your presence. Give it a try and unlock a whole new dimension of enjoyment in the virtual universe!"

Virtual Fred

Virtual Fred PDF Author: Courtney Vincent
Publisher: Random House Books for Young Readers
ISBN: 9780679982142
Category :
Languages : en
Pages : 0

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Book Description
Fred escapes from boring summer days on his aunt's chicken farm by playing virtual reality games on his computer, but when parts of a game intrude into real life, it's almost too exciting, even for Fred.

Basics of Virtual Reality

Basics of Virtual Reality PDF Author: Armin Grasnick
Publisher: Springer Nature
ISBN: 3662642018
Category : Computers
Languages : en
Pages : 409

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Book Description
Today, the reality we know can be recorded and reproduced true to reality using technical processes. Space and time are recreated virtually as a copy in artificial reality. However, the reproduction of virtual reality is not limited to a mere copy of what exists. A visitor to the virtual space does not have to be content with the pixelated image of the old familiar, but can encounter unreal phenomena in the illusory world that never existed in real life or are even physically impossible. This enables an expansion of the recorded reality and allows the perception of surprisingly new perspectives. A perspective denotes the perception of a fact from a certain point of view and corresponds to the way of looking at things. But a perspective is also the observation of a scene from a viewing position. From different perspectives the illusion of reality arises during the reproduction by observation. This vision is not based on imagination or hallucination, but is the basic function of virtual reality. This book describes the concepts, systems, and technologies used to create virtual reality from its ancient beginnings to the present, and provides a glimpse into a possible future. This book is a translation of the original German 1st edition Grundlagen der virtuellen Realität by Armin Grasnick, published by Springer-Verlag GmbH Germany, part of Springer Nature in 2020. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation. Springer Nature works continuously to further the development of tools for the production of books and on the related technologies to support the authors.

Creating Augmented and Virtual Realities

Creating Augmented and Virtual Realities PDF Author: Erin Pangilinan
Publisher: "O'Reilly Media, Inc."
ISBN: 1492044148
Category : Computers
Languages : en
Pages : 372

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Book Description
Despite popular forays into augmented and virtual reality in recent years, spatial computing still sits on the cusp of mainstream use. Developers, artists, and designers looking to enter this field today have few places to turn for expert guidance. In this book, Erin Pangilinan, Steve Lukas, and Vasanth Mohan examine the AR and VR development pipeline and provide hands-on practice to help you hone your skills. Through step-by-step tutorials, you’ll learn how to build practical applications and experiences grounded in theory and backed by industry use cases. In each section of the book, industry specialists, including Timoni West, Victor Prisacariu, and Nicolas Meuleau, join the authors to explain the technology behind spatial computing. In three parts, this book covers: Art and design: Explore spatial computing and design interactions, human-centered interaction and sensory design, and content creation tools for digital art Technical development: Examine differences between ARKit, ARCore, and spatial mapping-based systems; learn approaches to cross-platform development on head-mounted displays Use cases: Learn how data and machine learning visualization and AI work in spatial computing, training, sports, health, and other enterprise applications