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Beschreibung

This book is an introduction to Virtual Reality (VR) and Augmented Reality (AR), equipping learners with a deep understanding of these media and enabling them to create impactful experiences applicable to a wide range of industries.

VR's immersive environments and AR's seamless blending of virtual and real elements create effects that no other medium can replicate. This book introduces readers to the hardware and software that power these technologies, explaining them in clear and accessible terms. It then examines the psychological experiences they create, such as the sensations of "presence" and "embodiment" in virtual worlds; explores how real and virtual elements combine in AR and mixed reality; and investigates social VR experiences involving interactions with both real and virtual agents. It concludes by examining how AI and connected virtual social spaces can integrate with VR and AR to shape the next generation of technology platforms.

Supported by a wealth of case studies of VR/AR applications and interviews with VR/AR experts, this book serves as a core textbook for students of Virtual Reality and Augmented Reality courses in creative and technical fields.

This book is an introduction to Virtual Reality (VR) and Augmented Reality (AR), equipping learners with a deep understanding of these media and enabling them to create impactful experiences applicable to a wide range of industries.

VR's immersive environments and AR's seamless blending of virtual and real elements create effects that no other medium can replicate. This book introduces readers to the hardware and software that power these technologies, explaining them in clear and accessible terms. It then examines the psychological experiences they create, such as the sensations of "presence" and "embodiment" in virtual worlds; explores how real and virtual elements combine in AR and mixed reality; and investigates social VR experiences involving interactions with both real and virtual agents. It concludes by examining how AI and connected virtual social spaces can integrate with VR and AR to shape the next generation of technology platforms.

Supported by a wealth of case studies of VR/AR applications and interviews with VR/AR experts, this book serves as a core textbook for students of Virtual Reality and Augmented Reality courses in creative and technical fields.

Über den Autor

Marco Gillies is Professor of Computing, Goldsmiths, University of London, UK.

Sylvia Xueni Pan is Professor of Virtual Reality, Goldsmiths, University of London, UK.

Inhaltsverzeichnis

Part 1: Virtual Reality 1. What Is Virtual Reality? 2. VR Displays and Tracking 3. Virtual Worlds 4. Presence: The Psychology of VR Part 2: Augmented and Mixed Reality 5. What Is Augmented Reality? 6. AR Displays and Graphics 7. Computer Vision and Artificial Intelligence 8. AR Registration and Tracking Part 3: 3D Interaction 9. What Is 3D Interaction? 10. Locomotion 11. Object Interaction and Haptics 12. Evaluating VR and AR Part 4: Virtual Humans 13. What Are Virtual Humans? 14. Embodiment 15. Social VR 16. Virtual Agents

Details
Erscheinungsjahr: 2026
Genre: Importe, Informatik
Rubrik: Naturwissenschaften & Technik
Medium: Taschenbuch
Inhalt: Einband - flex.(Paperback)
ISBN-13: 9781032971261
ISBN-10: 1032971266
Sprache: Englisch
Einband: Kartoniert / Broschiert
Autor: Gillies, Marco
Pan, Sylvia Xueni
Hersteller: Chapman and Hall/CRC
Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de
Maße: 254 x 178 x 16 mm
Von/Mit: Marco Gillies (u. a.)
Erscheinungsdatum: 14.08.2026
Gewicht: 0,565 kg
Artikel-ID: 135970840

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