Stepping into virtual reality / by Mario A. Gutierrez A., Frederic Vexo, Daniel Thalmann
Publication details: Switzerland: Springer, 2023.Edition: 2nd editionDescription: xviii, 272 pISBN:- 9783031364860
| Item type | Current library | Collection | Call number | Status | Notes | Barcode | |
|---|---|---|---|---|---|---|---|
|
|
IIITDM Kancheepuram Library Reference | Reference | 004.946 GUT (Browse shelf(Opens below)) | Available | CSE | 0008255 |
Browsing IIITDM Kancheepuram Library shelves, Shelving location: Reference Close shelf browser (Hides shelf browser)
|
|
|
|
|
|
|
||
| 004.93'1 THE Pattern recognition / | 004.93'1:67.01 BHA Pattern recognition in industry | 004.942.3 ARV Bitcoin and Cryptocurrency Technologies: A Comprehensive Introduction | 004.946 GUT Stepping into virtual reality / by Mario A. Gutierrez A., Frederic Vexo, Daniel Thalmann | 006.6 KOE Multimedia Systems | 007.52 COR Robotics, vision and control : fundamental algorithms in MATLAB | 007.52 COR Robotics, Vision and Control Fundamental Algorithms in MATLAB |
The 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
There are no comments on this title.
