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Virtual Reality: High-impact Strategies - What You Need to Know: Definitions, Adoptions, Impact, Benefits, Maturity, Vendors

$39.95

Virtual Reality: High-impact Strategies - What You Need to Know: Definitions, Adoptions, Impact, Benefits, Maturity, Vendors

$39.95

Product Description

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.
Virtual reality (VR) is a term that applies to computer-simulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications. Furthermore, virtual reality covers remote communication environments which provide virtual presence of users with the concepts of telepresence and telexistence. or a virtual artifact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, the Polhemus, and omnidirectional treadmills. The simulated environment can be similar to the real world in order to create a lifelike experience—for example, in simulations for pilot or combat training—or it can differ significantly from reality, such as in VR games. In practice, it is currently very difficult create a high-fidelity virtual reality experience, due largely to technical limitations on processing power, image resolution, and communication bandwidth; however, the technology's proponents hope that such limitations will be overcome as processor, imaging, and data communication technologies become more powerful and cost-effective over time.

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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