Описание: This hands-on guide takes you through VR development essentials for desktop, mobile, and browser-based applications. You`ll explore the three go-to platforms-OculusVR, Gear VR, and Cardboard VR-as well as several VR development environments, programming tools, and techniques.
Автор: Philippe Fuchs Название: Virtual Reality Headsets - A Theoretical and Pragmatic Approach ISBN: 113863235X ISBN-13(EAN): 9781138632356 Издательство: Taylor&Francis Рейтинг: Цена: 22202.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers and professionals.
The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3I model''. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges.
Описание: One of the most important elements needed for effective training in Virtual Reality (VR) is the generation of variable scenarios. This book examines the main components needed when defining effective scenarios: scene geometry, organ appearance, and biomechanical parameters providing an overview of related work and introducing specific solutions.
Автор: Jason Jerald Название: The VR Book: Human-Centered Design for Virtual Reality ISBN: 1970001127 ISBN-13(EAN): 9781970001129 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 10352.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This is a strong foundation of human-centric virtual reality design for anyone and everyone involved in creating VR experiences. Without a clear understanding of the human side of virtual reality (VR), the experience will always fail. The VR Book bridges this gap by focusing on human-centered design. Creating compelling VR applications is an incredibly complex challenge. When done well, these experiences can be brilliant and pleasurable, but when done badly, they can result in frustration and sickness. Whereas limitations of technology can cause bad VR execution, problems are oftentimes caused by a lack of understanding human perception, interaction, design principles, and real users. This book focuses on the human elements of VR, such as how users perceive and intuitively interact with various forms of reality, causes of VR sickness, creating useful and pleasing content, and how to design and iterate upon effective VR applications. This book is not just for VR designers, it is for managers, programmers, artists, psychologists, engineers, students, educators, and user experience professionals. It is for the entire VR team, as everyone contributing should understand at least the basics of the many aspects of VR design. The industry is rapidly evolving, and The VR Book stresses the importance of building prototypes, gathering feedback, and using adjustable processes to efficiently iterate towards success. It contains extensive details on the most important aspects of VR, more than 600 applicable guidelines, and over 300 additional references.
There is a renaissance occurring in education with immersive learning via virtual applications and environments, even at the elementary school level. This widespread new movement is happening over more platforms than before--Second Life, Open Sim, Unity3D, Curio, and others. Teaching and Learning in Virtual Environments: Archives, Museums, and Libraries presents readers with the scope of possibilities for education in virtual environments today. Written from the perspective of the practitioner, it provides a wealth of teaching tips for virtual environments and for combining virtual environments with other emerging technologies for libraries and education.
Chapters describe how recent developments in technology have made web-based virtual worlds more accessible for teaching and learning and discuss the unique benefits and affordances of educating in virtual environments as well as their applications to different subjects. The teaching applications cover the primary and secondary school levels, higher education and graduate-level environments, and even beyond formal education into building immersive "information experiences" for professional training applications, library users, and the general public. The text provides an up-to-date overview for educators, academic and public librarians, and archives and museum staff on recent developments with immersive learning; presents innovative programs and teaching ideas; covers administrative issues; and addresses the student's perspective as well.
Описание: Constitutes the refereed proceedings of the 4th International Conference on Virtual Storytelling, ICVS 2007, held in Saint-Malo, France, in December 2007. This book presents 12 revised full papers together with 3 invited papers and 7 poster and demo papers that were reviewed and selected for inclusion.
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