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Virtual reality is often used to describe a wide variety of applications commonly associated with immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves, and miniaturization have helped popularize the notion. In the book The Metaphysics of Virtual Reality by Michael R. Heim, seven different concepts of virtual reality are identified: simulation, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication. People often identify VR with head mounted displays and data suits.
This book is your ultimate resource for Virtual Reality. Here you will find the most up-to-date information, analysis, background and everything you need to know.
In easy to read chapters, with extensive references and links to get you to know all there is to know about Virtual Reality right away, covering: Virtual reality, Eon Reality, 3D Stereo View, 3DML, 3D user interaction, Advanced Disaster Management Simulator, Advanced Flight Simulation devices, Affective Haptics, Amateur flight simulation, Ancient Qumran: A Virtual Reality Tour, Aspen Movie Map, Augmented reality, Augmented virtuality, Avatar (computing), BattleTech Centers, Battlezone (1980 video game), Maurice Benayoun, Bhuvan, Blaxxun, Blink 3D, Blue Brain Project, Brain-computer interface, Bump mapping, Cal Ripken's Real Baseball, Cave Automatic Virtual Environment, Cave5D, Cityspace, Collaborative Virtual Environments, Computer simulation, Enterprise Dynamics, Conquista de Titã, Cover system, CryEngine, CryEngine 2, Cyberspace, Cyberwar (video game), Cyberworlds, Char Davies, Digimask, Digital environment, Digital Molecular Matter, DirectX, Do3D, Dolby Surround, Draw distance, DualShock, Endocentric environment, Environmental audio extensions, Eve Online, Evolver (3D Avatar Web Portal), Flight simulator, Forterra Systems, Free look, FreeTrack, GeoVector, GeoWall, Gesture recognition, William Gibson, Raymond Goertz, Goggles, Gouraud shading, Graphics processing unit, Graphics Turing Test, GT Force, Haptic technology, Havok (software)...and much more
This book explains in-depth the real drivers and workings of Virtual Reality. It reduces the risk of your technology, time and resources investment decisions by enabling you to compare your understanding of Virtual Reality with the objectivity of experienced professionals.
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Publié par | Emereo Publishing |
Date de parution | 24 octobre 2012 |
Nombre de lectures | 0 |
EAN13 | 9781743331644 |
Langue | English |
Poids de l'ouvrage | 56 Mo |
Informations légales : prix de location à la page 0,1598€. Cette information est donnée uniquement à titre indicatif conformément à la législation en vigueur.
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