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Thorough overview of virtual reality technology, with equal coverage given to hardware, software, and applications
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
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Produktbeschreibung
Thorough overview of virtual reality technology, with equal coverage given to hardware, software, and applications

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 consisting of a 2-part laboratory manual using the VRML (Virtual Reality Modeling Language) and Java 3D programming languages, which are freely available, leading to cost-effective laboratory setups at universities.

With comprehensive coverage of the subject, Virtual Reality Technology discusses sample topics such as:
_ Input and output interfaces, including touch and force feedback, and computing architecture, with emphasis on the rendering pipeline and task distribution
_ Object modeling, including physical and behavioral aspects, and programming for virtual reality in a general sense
_ Human factors issues such as user performance and sensorial conflict aspects of VR, plus traditional and emerging VR applications
_ Input devices, such as trackers, navigation, and gesture interfaces, covering specific technologies like magnetic, ultrasonic, optical, and hybrid inertial trackers

Virtual Reality Technology provides thorough and complete coverage of an in-demand sect of technology, making it a highly valuable resource for senior 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 marketing.
Autorenporträt
GRIGORE C. BURDEA is Professor Emeritus at Rutgers, the State University of New Jersey, author of several books on Virtual Reality and recipient of the prestigious IEEE Virtual Reality Career Award. He is Fellow of the IEEE Virtual Reality Academy and Founder of the International Society on Virtual Rehabilitation. PHILIPPE COIFFET was a 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.
Rezensionen
"...provides an excellent overview of the field...a fine textbook.... I would recommend highly." (Real Time Graphics, August 2003)

"...this second edition was well overdue, but it has to be said that it has been worth the wait...a must-have book." (Assembly Automation, Vol 24(1), 2004)