000 04325nam a22005895i 4500
001 978-3-031-36487-7
003 DE-He213
005 20240423125523.0
007 cr nn 008mamaa
008 230811s2023 sz | s |||| 0|eng d
020 _a9783031364877
_9978-3-031-36487-7
024 7 _a10.1007/978-3-031-36487-7
_2doi
050 4 _aT385
072 7 _aUML
_2bicssc
072 7 _aCOM012000
_2bisacsh
072 7 _aUML
_2thema
082 0 4 _a006.6
_223
100 1 _aGutiérrez A., Mario A.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
245 1 0 _aStepping into Virtual Reality
_h[electronic resource] /
_cby Mario A. Gutiérrez A., Frédéric Vexo, Daniel Thalmann.
250 _a2nd ed. 2023.
264 1 _aCham :
_bSpringer Nature Switzerland :
_bImprint: Springer,
_c2023.
300 _aXVIII, 272 p. 1 illus.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _aAcknowledgments -- Preface -- Introduction -- Part I Fundamentals: Computer Graphics -- Computer Animation -- Part II Virtual Worlds: Virtual Characters -- Architecture of Virtual Reality Systems -- Mixed Realities -- Part III Perceiving Virtual Worlds: Senses and Sensors -- Vision -- Audition -- Touch -- Smell and Taste -- Brain-Computer Interfaces -- Part IV Applications: Health Sciences -- Cultural Heritage -- Other VR Applications -- List of Figures -- Index.
520 _aThe 2nd edition of this book provides an updated and extended look into the advancements in Virtual Reality and the metaverse. The history and origins of Virtual Reality, crowd simulation and virtual surgery are thoroughly explored. Applications in the cultural heritage and sports domains are also examined and described in detail. There are new contributions on Senses and Sensors, Brain-Computer interfaces, Game Engines, and Immersive Sound. This edition also provides a comprehensive look into the development of applications based on AI techniques, including Machine Learning. It covers all aspects of the topic, from the theoretical foundations to practical applications. The revised and extended chapters provide readers with an in-depth understanding of the technology and its potential applications. Designed as a guided tour, Stepping into Virtual Reality 2nd edition provides practical explanations of each step in the process of creating a virtual reality application. It can be used both as a textbook for a virtual reality course and as a reference for courses on computer graphics, computer animation or human-computer interaction and is essential reading for anyone interested in technology and its potential to revolutionize our lives Written by three authors, all from EPFL, Switzerland., Professor Daniel Thalmann, is a pioneer in the field of VR and has done extensive research in the field since its inception and has been leading international research in VR for decades. Mario A. Gutiérrez A. and Frédéric Vexo have deepened their knowledge of the metaverse through their previous PhDs and subsequent careers and together with Daniel offer a unique, up-to-date book on VR and its applications.
650 0 _aComputer graphics.
650 0 _aUser interfaces (Computer systems).
650 0 _aHuman-computer interaction.
650 0 _aMultimedia systems.
650 0 _aComputer vision.
650 0 _aApplication software.
650 1 4 _aComputer Graphics.
650 2 4 _aUser Interfaces and Human Computer Interaction.
650 2 4 _aMultimedia Information Systems.
650 2 4 _aComputer Vision.
650 2 4 _aComputer and Information Systems Applications.
700 1 _aVexo, Frédéric.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
700 1 _aThalmann, Daniel.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783031364860
776 0 8 _iPrinted edition:
_z9783031364884
856 4 0 _uhttps://doi.org/10.1007/978-3-031-36487-7
912 _aZDB-2-SCS
912 _aZDB-2-SXCS
942 _cSPRINGER
999 _c178835
_d178835