000 03726nam a22005055i 4500
001 978-3-031-02254-8
003 DE-He213
005 20240730163847.0
007 cr nn 008mamaa
008 220601s2016 sz | s |||| 0|eng d
020 _a9783031022548
_9978-3-031-02254-8
024 7 _a10.1007/978-3-031-02254-8
_2doi
050 4 _aT1-995
072 7 _aTBC
_2bicssc
072 7 _aTEC000000
_2bisacsh
072 7 _aTBC
_2thema
082 0 4 _a620
_223
100 1 _aStanković, Stanislav.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_980870
245 1 0 _aVirtual Reality and Virtual Environments in 10 Lectures
_h[electronic resource] /
_cby Stanislav Stanković.
250 _a1st ed. 2016.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2016.
300 _aXIX, 177 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aSynthesis Lectures on Image, Video, and Multimedia Processing,
_x1559-8144
505 0 _aPreface -- Acknowledgments -- Lecture 1--Introduction -- Lecture 2--History of VR and Current Applications -- Lecture 3--Human Senses -- Lecture 4--VR Systems -- Lecture 5--User Experience, Human Computer Interaction and UI -- Lecture 6--Input Devices and Tracking -- Lecture 7--Displays -- Lecture 8--Networked VR -- Lecture 9--Augmented Reality -- Lecture 10--VE and Video Games -- Bibliography -- Author's Biography -- Index .
520 _aThe book is based on the material originally developed for the course on Virtual Reality, which the author was teaching at Tampere University of Technology, as well as course on Virtual Environments that the author had prepared for the University for Advancing Studies at Tempe, Arizona. This original purpose has influenced the structure of this book as well as the depth to which we explore the presented concepts. Therefore, our intention in this book is to give an introduction into the important issues regarding a series of related concepts of Virtual Reality, Augmented Reality, and Virtual Environments. We do not attempt to go into any of these issues in depth but rather outline general principles and discuss them in a sense broad enough to provide sufficient foundations for a further study. In other words, we aim to provide a set of keywords to the reader in order give him a good starting point from which he could go on and explore any of these issues in detail. Table of Contents: Preface / Acknowledgments / Lecture 1--Introduction / Lecture 2--History of VR and Current Applications / Lecture 3--Human Senses / Lecture 4--VR Systems / Lecture 5--User Experience, Human Computer Interaction and UI / Lecture 6--Input Devices and Tracking / Lecture 7--Displays / Lecture 8--Networked VR / Lecture 9--Augmented Reality / Lecture 10--VE and Video Games / Bibliography / Author's Biography / Index.
650 0 _aEngineering.
_99405
650 0 _aElectrical engineering.
_980871
650 0 _aSignal processing.
_94052
650 1 4 _aTechnology and Engineering.
_980872
650 2 4 _aElectrical and Electronic Engineering.
_980873
650 2 4 _aSignal, Speech and Image Processing.
_931566
710 2 _aSpringerLink (Online service)
_980874
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783031011269
776 0 8 _iPrinted edition:
_z9783031033827
830 0 _aSynthesis Lectures on Image, Video, and Multimedia Processing,
_x1559-8144
_980875
856 4 0 _uhttps://doi.org/10.1007/978-3-031-02254-8
912 _aZDB-2-SXSC
942 _cEBK
999 _c85057
_d85057