Listing 1 - 10 of 190 | << page >> |
Sort by
|
Choose an application
This book aims to provide a comprehensive update of the latest scientific research, mainly in Virtual Reality and partly in Augmented Reality, from the last five years. The content is themed around the application areas of training, education, robotics, health and well-being, and user experience.
Choose an application
Choose an application
Choose an application
Virtual reality (VR) is a powerful technology that promises to transform our lives. This balanced and interdisciplinary text blends the key components from computer graphics, perceptual psychology, human physiology, behavioral science, media studies, human-computer interaction, optical engineering, and sensing and filtering, showing how each contributes to engineering perceptual illusions. Steven LaValle draws on his unique experience as a teacher, researcher, and early founder of Oculus VR, to demonstrate how the best practices and insights from industry are built on fundamental computer science principles. Topics include media history, geometric modeling, optical systems, displays, eyes, ears, low-level perception, neuroscience of vision, graphical rendering, tracking systems, interaction mechanisms, audio, evaluating VR systems, and mitigating side effects. Students, researchers, and developers will gain a clear understanding of timeless foundations and new applications, enabling them to make innovative contributions to this growing field as scientists, engineers, business developers, and content makers.
Choose an application
Choose an application
Choose an application
Choose an application
"Teaching Shakespeare through performance has a long history, and active methods of teaching and learning are a logical complement to the teaching of performance. Virtual reality ought to be the logical extension of such active learning, providing an unrivalled immersive experience of performance that overcomes historical and geographical boundaries. But what are the key advantages and disadvantages of virtual reality, especially as it pertains to Shakespeare? And, more interesting, what can Shakespeare do for virtual reality (rather than vice versa)? This Element, the first on its topic, explores the ways that virtual reality can be used in the classroom and the ways that it might radically change how students experience and think about Shakespeare in performance." --
Literature and technology. --- Virtual reality in education. --- Virtual reality. --- Virtual Reality --- Littérature et technologie. --- Réalité virtuelle. --- virtual reality. --- Shakespeare, William,
Choose an application
"This edited collection of essays is devoted to the terminology used in the fields of videogame theory and videogame studies. Videogame scholars provide theoretical critiques of existing terminology, mount arguments for the creation of new terminology, articulate terminological gaps in the current literature devoted to videogame studies, and share phenomenological studies of videogames that facilitate terminological theory"--Provided by publisher.
Video games --- Virtual reality --- Design.
Choose an application
Images, Photographic. --- Imaging systems. --- Virtual reality.
Listing 1 - 10 of 190 | << page >> |
Sort by
|