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Virtual Reality and Virtual Environments in 10 Lectures [electronic resource] / by Stanislav Stanković.

By: Stanković, Stanislav [author.].
Contributor(s): SpringerLink (Online service).
Material type: materialTypeLabelBookSeries: Synthesis Lectures on Image, Video, and Multimedia Processing: Publisher: Cham : Springer International Publishing : Imprint: Springer, 2016Edition: 1st ed. 2016.Description: XIX, 177 p. online resource.Content type: text Media type: computer Carrier type: online resourceISBN: 9783031022548.Subject(s): Engineering | Electrical engineering | Signal processing | Technology and Engineering | Electrical and Electronic Engineering | Signal, Speech and Image ProcessingAdditional physical formats: Printed edition:: No title; Printed edition:: No titleDDC classification: 620 Online resources: Click here to access online
Contents:
Preface -- Acknowledgments -- Lecture 1--Introduction -- Lecture 2--History of VR and Current Applications -- Lecture 3--Human Senses -- Lecture 4--VR Systems -- Lecture 5--User Experience, Human Computer Interaction and UI -- Lecture 6--Input Devices and Tracking -- Lecture 7--Displays -- Lecture 8--Networked VR -- Lecture 9--Augmented Reality -- Lecture 10--VE and Video Games -- Bibliography -- Author's Biography -- Index .
In: Springer Nature eBookSummary: The book is based on the material originally developed for the course on Virtual Reality, which the author was teaching at Tampere University of Technology, as well as course on Virtual Environments that the author had prepared for the University for Advancing Studies at Tempe, Arizona. This original purpose has influenced the structure of this book as well as the depth to which we explore the presented concepts. Therefore, our intention in this book is to give an introduction into the important issues regarding a series of related concepts of Virtual Reality, Augmented Reality, and Virtual Environments. We do not attempt to go into any of these issues in depth but rather outline general principles and discuss them in a sense broad enough to provide sufficient foundations for a further study. In other words, we aim to provide a set of keywords to the reader in order give him a good starting point from which he could go on and explore any of these issues in detail. Table of Contents: Preface / Acknowledgments / Lecture 1--Introduction / Lecture 2--History of VR and Current Applications / Lecture 3--Human Senses / Lecture 4--VR Systems / Lecture 5--User Experience, Human Computer Interaction and UI / Lecture 6--Input Devices and Tracking / Lecture 7--Displays / Lecture 8--Networked VR / Lecture 9--Augmented Reality / Lecture 10--VE and Video Games / Bibliography / Author's Biography / Index.
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Preface -- Acknowledgments -- Lecture 1--Introduction -- Lecture 2--History of VR and Current Applications -- Lecture 3--Human Senses -- Lecture 4--VR Systems -- Lecture 5--User Experience, Human Computer Interaction and UI -- Lecture 6--Input Devices and Tracking -- Lecture 7--Displays -- Lecture 8--Networked VR -- Lecture 9--Augmented Reality -- Lecture 10--VE and Video Games -- Bibliography -- Author's Biography -- Index .

The book is based on the material originally developed for the course on Virtual Reality, which the author was teaching at Tampere University of Technology, as well as course on Virtual Environments that the author had prepared for the University for Advancing Studies at Tempe, Arizona. This original purpose has influenced the structure of this book as well as the depth to which we explore the presented concepts. Therefore, our intention in this book is to give an introduction into the important issues regarding a series of related concepts of Virtual Reality, Augmented Reality, and Virtual Environments. We do not attempt to go into any of these issues in depth but rather outline general principles and discuss them in a sense broad enough to provide sufficient foundations for a further study. In other words, we aim to provide a set of keywords to the reader in order give him a good starting point from which he could go on and explore any of these issues in detail. Table of Contents: Preface / Acknowledgments / Lecture 1--Introduction / Lecture 2--History of VR and Current Applications / Lecture 3--Human Senses / Lecture 4--VR Systems / Lecture 5--User Experience, Human Computer Interaction and UI / Lecture 6--Input Devices and Tracking / Lecture 7--Displays / Lecture 8--Networked VR / Lecture 9--Augmented Reality / Lecture 10--VE and Video Games / Bibliography / Author's Biography / Index.

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