Skip to main content

Books in Virtual reality

A Practical Introduction to Virtual Reality

  • 1st Edition
  • October 7, 2024
  • Lori Rebenitsch + 2 more
  • English
  • Paperback
    9 7 8 - 0 - 4 4 3 - 1 4 0 3 6 - 5
  • eBook
    9 7 8 - 0 - 4 4 3 - 1 4 0 3 7 - 2
A Practical Introduction to Virtual Reality: From Concepts to Executables is written for the undergraduate computer science student taking a course in virtual reality. This tutorial-based text is organized so that by the end of the semester students will have created their first VR game, including sound and various interactions. The materials are written from the position of the student and the student’s professor as opposed to the professional with prior graphics experience.Beginning with an introductory chapter covering the ten universal basics necessary for VR coding, the book moves on to such topics as putting together a VR set-up, creating Heads Up displays, building scene trees, learning how to import 3D models and animations, lighting and audio, and more, until by the end of the book, students will have a final project game ready for beta testing and publishing!

The Metaverse and Smart Cities

  • 1st Edition
  • February 28, 2024
  • Zaheer Allam + 1 more
  • English
  • Paperback
    9 7 8 - 0 - 4 4 3 - 2 2 3 5 1 - 8
  • eBook
    9 7 8 - 0 - 4 4 3 - 2 2 3 5 0 - 1
The Metaverse and Smart Cities: Urban Environments in the Age of Digital Connectivity explores the intersection between the rapidly growing metaverse and the future of cities. The metaverse is a virtual world that is increasingly gaining attention as a new frontier for human interaction and commerce. At the same time, cities are undergoing significant transformation as they face challenges such as population growth, urbanization, and environmental degradation. Urban planners and city administrators will find valuable insights on how the metaverse can be integrated into the planning and development of smart, sustainable, and future cities.The book begins with an introduction to the concepts and technology of the metaverse as well as its history. It then sheds light on the current and future challenges and opportunities that the metaverse presents to cities and the quality of life of urban dwellers. It delves into the ways in which the metaverse can change cities, both in terms of their physical and virtual environments, and the impact it can have on the lives of those who live in them. It brings together the latest research and perspectives from experts in the fields of virtual reality, urban planning, and sustainability, to provide a comprehensive and up-to-date picture of this rapidly evolving field.

Understanding Virtual Reality

  • 2nd Edition
  • November 8, 2018
  • William R. Sherman + 1 more
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 8 1 8 3 9 9 - 1
  • eBook
    9 7 8 - 0 - 1 2 - 8 0 1 0 3 8 - 9
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.

Virtual Reality

  • 1st Edition
  • May 10, 2014
  • Alan Wexelblat
  • English
  • eBook
    9 7 8 - 1 - 4 8 3 2 - 2 0 5 5 - 0
Virtual Reality: Applications and Explorations provides information pertinent to the fundamental aspects of virtual reality and artificial reality. This book discusses the potential applications of virtual reality. Organized into three parts encompassing 10 chapters, this book begins with an overview of the traditional computer science activities ad discusses how hard problems in computer science can be addressed with virtual reality ideas and technology. This text then explores some applications of virtual reality technology that could potentially touch almost every purposeful activity that humans undertake in a technological civilization. Other chapters consider the use of virtual reality to manage and present to users information that cannot otherwise be comprehended. This book discusses as well the use of artificial worlds in both computer art and virtual reality. The final chapter deals with how the ideas of virtual reality and artificial reality can be of use to anyone who has to manage a business or organization. This book is a valuable resource for computer scientists.

Information Dynamics in Virtual Worlds

  • 1st Edition
  • June 15, 2011
  • Woody Evans
  • English
  • Paperback
    9 7 8 - 1 - 8 4 3 3 4 - 6 4 1 - 8
  • eBook
    9 7 8 - 1 - 7 8 0 6 3 - 2 7 4 - 2
Presents a broad examination of the nature of virtual worlds and the potential they provide in managing and expressing information practices through that medium, grounding information professionals and students of new media in the fundamental elements of virtual worlds and online gaming. The book details the practical issues in finding and using information in virtual environments and presents a general theory of librarianship as it relates to virtual gaming worlds. It is encompassed by a set of best practice methods that libraries can effectively execute in their own environments, meeting the needs of this new generation of library user, and explores ways in which information literacy can be approached in virtual worlds. Final chapters examine how conventional information evaluation skills work falls short in virtual worlds online.

Developing Virtual Reality Applications

  • 1st Edition
  • June 2, 2009
  • Alan B. Craig + 2 more
  • English
  • Hardback
    9 7 8 - 0 - 1 2 - 3 7 4 9 4 3 - 7
  • eBook
    9 7 8 - 0 - 0 8 - 0 9 5 9 0 8 - 5
Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before having them created, and allow for greater creative exploration. In this book, VR developers Alan Craig, William Sherman, and Jeffrey Will examine a comprehensive collection of current,unique, and foundational VR applications in a multitude of fields, such as business, science, medicine, art, entertainment, and public safety among others.An insider’s view of what works, what doesn’t work, and why, Developing Virtual Reality Applications explores core technical information and background theory as well as the evolution of key applications from their genesis to their most current form. Developmental techniques are cross-referenced between different applications linking information to describe overall VR trends and fundamental best practices. This synergy, coupled with the most up to date research being conducted, provides a hands-on guide for building applications, and an enhanced, panoramic view of VR development. Developing Virtual Reality Applications is an indispensable one-stop reference for anyone working in this burgeoning field.

Understanding Virtual Reality

  • 1st Edition
  • September 10, 2002
  • William R. Sherman + 1 more
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 2 0 0 9 - 4
Understanding Virtual Reality arrives at a time when the technologies behind virtual reality have advanced to the point that it is possible to develop and deploy meaningful, productive virtual reality applications. The aim of this thorough, accessible exploration is to help you take advantage of this moment, equipping you with the understanding needed to identify and prepare for ways VR can be used in your field, whatever your field may be.By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in the application design and implementation, including hardware requirements, system integration, interaction techniques, and usability. This book also counters both exaggerated claims for VR and the view that would reduce it to entertainment, citing dozens of real-world examples from many different fields and presenting (in a series of appendices) four in-depth application case studies.

Virtual Reality Systems

  • 1st Edition
  • May 12, 1993
  • R. A. Earnshaw
  • English
  • eBook
    9 7 8 - 1 - 4 8 3 2 - 9 6 5 7 - 9
This volume brings together a number of the leading practitioners and exponents in the field of virtual reality (VR), and explores some of the main issues in the area and its associated hardware and software technology. The main components of the current generation of virtual reality systems are outlined, and major developments of VR systems are discussed.