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English
Wiley-IEEE Press
19 August 2024
Thorough overview of virtual reality technology fundamentals and latest advances, with coverage of hardware, software, human factors and applications, plus companion Laboratory Manual in Unity 3D.

The Third Edition of the first comprehensive technical book on the subject of virtual reality, Virtual Reality Technology, provides updated and expanded coverage of VR technology, including where it originated, how it has evolved, and where it is going. Its primary objective is to be a complete, up-to-date textbook, as well as a source of information on a rapidly developing field of science and technology with broad societal impact.

The two highly qualified authors cover all of the latest innovations and applications that are making virtual reality more important than ever before. Unlike other books on the subject, the book also includes a chapter on Human Factors, which are very important in designing technology around the human user.

Virtual Reality Technology provides Instructors with a website-accessible Laboratory Manual using the Unity 3D game engine and programming language. Unity 3D is the preferred VR language these days and will prepare the student for the VR gaming and mobile applications industry. For universities Unity 3D is cost-effective as its student license is freely available.

With comprehensive coverage of the subject, Virtual Reality Technology discusses sample topics such as:

Input and output interfaces, including holographic displays, foveated head-mounted displays, neural interfaces, haptic and olfactory feedback Computing architecture, with emphasis on the rendering pipeline, the graphics processing unit and distributed/edge rendering Object modeling, including physical and behavioral aspects, Artificial Intelligence controlled characters, and model management techniques Programming toolkits for virtual reality and the game production pipeline Human factors issues such as user performance and sensorial conflict, cybersickness and societal impact aspects of VR Application examples in medical education, virtual rehabilitation, virtual heritage, gaming, and military use of virtual reality.

Virtual Reality Technology provides thorough and complete coverage of an in-demand sector of technology, making it a highly valuable resource for undergraduate and graduate students in computer science, engineering, and science, along with a variety of professionals across many different industries, including but not limited to engineering, gaming, healthcare, and defense.
By:   ,
Imprint:   Wiley-IEEE Press
Country of Publication:   United States
Edition:   3rd edition
Dimensions:   Height: 250mm,  Width: 150mm, 
Weight:   1.238kg
ISBN:   9781118014806
ISBN 10:   1118014804
Pages:   736
Publication Date:  
Audience:   Professional and scholarly ,  Undergraduate
Format:   Hardback
Publisher's Status:   Active

GRIGORE C. BURDEA is Professor Emeritus at Rutgers, the State University of New Jersey; he is author of several books on virtual reality and recipient of the prestigious IEEE Virtual Reality Career Award. Burdea is Fellow of the IEEE Virtual Reality Academy and Founder of the International Society on Virtual Rehabilitation. PHILIPPE COIFFET was Director of Research at the French National Scientific Research Center and Member of the National Academy for Technology of France. He authored 20 books on robotics and virtual reality, which have been translated into several languages.

Reviews for Virtual Reality Technology

""...Virtual Reality Technology, 3rd Edition by Grigore C. Burdea and Philippe Coiffet is an authoritative and comprehensive textbook on virtual reality (VR), its technological components, and its applications. This third edition builds upon its predecessors by incorporating significant advancements in VR technology, providing an in-depth overview into both theoretical foundations and practical applications. The book is structured to cover a wide array of topics relevant to VR technology including, but not limited to, Input and Output Devices (e.g., trackers, gesture-based inputs, neural interfaces, 3D sound systems, haptic feedback tools); Computing Architectures for VR (i.e., hardware and software architectures necessary to support VR environments); Modeling Virtual Environments (e.g., creation of virtual worlds, design and programming principles that underpin VR applications); and Applications and Human Factors..."" (Barnes & Noble, 2024). Please read the full review on the book's Barnes & Noble page!


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