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  • Virtual Reality Technology
    Virtual Reality Technology

    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 feedbackComputing architecture, with emphasis on the rendering pipeline, the graphics processing unit and distributed/edge renderingObject modeling, including physical and behavioral aspects, Artificial Intelligence controlled characters, and model management techniquesProgramming toolkits for virtual reality and the game production pipelineHuman factors issues such as user performance and sensorial conflict, cybersickness and societal impact aspects of VRApplication 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.

    Price: 80.50 £ | Shipping*: 0.00 £
  • Reality Media : Augmented and Virtual Reality
    Reality Media : Augmented and Virtual Reality


    Price: 29.00 £ | Shipping*: 0.00 £
  • Virtual Reality
    Virtual Reality

    A comprehensive overview of developments in augmented reality, virtual reality, and mixed reality—and how they could affect every part of our lives. After years of hype, extended reality—augmented reality (AR), virtual reality (VR), and mixed reality (MR)—has entered the mainstream.Commercially available, relatively inexpensive VR headsets transport wearers to other realities—fantasy worlds, faraway countries, sporting events—in ways that even the most ultra-high-definition screen cannot.AR glasses receive data in visual and auditory forms that are more useful than any laptop or smartphone can deliver.Immersive MR environments blend physical and virtual reality to create a new reality.In this volume in the MIT Press Essential Knowledge series, technology writer Samuel Greengard offers an accessible overview of developments in extended reality, explaining the technology, considering the social and psychological ramifications, and discussing possible future directions. Greengard describes the history and technological development of augmented and virtual realities, including the latest research in the field, and surveys the various shapes and forms of VR, AR, and MR, including head-mounted displays, mobile systems, and goggles.He examines the way these technologies are shaping and reshaping some professions and industries, and explores how extended reality affects psychology, morality, law, and social constructs.It's not a question of whether extended reality will become a standard part of our world, he argues, but how, when, and where these technologies will take hold.Will extended reality help create a better world? Will it benefit society as a whole? Or will it merely provide financial windfalls for a select few?Greengard's account equips us to ask the right questions about a transformative technology.

    Price: 14.99 £ | Shipping*: 3.99 £
  • Virtual Reality
    Virtual Reality

    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.

    Price: 59.99 £ | Shipping*: 0.00 £
  • What is virtual reality 2?

    Virtual reality 2, also known as VR2, refers to the next generation of virtual reality technology. It builds upon the immersive experiences of traditional virtual reality by incorporating more advanced graphics, interactive capabilities, and sensory feedback. VR2 aims to create even more realistic and lifelike virtual environments, allowing users to feel fully immersed in the digital world. This technology has the potential to revolutionize various industries, including gaming, education, healthcare, and entertainment.

  • Can virtual reality cause depression?

    Virtual reality itself does not directly cause depression, but excessive or prolonged use of virtual reality can contribute to feelings of isolation, disconnection from reality, and a lack of real-world social interaction, which are all factors that can contribute to depression. Additionally, if someone is using virtual reality as a form of escapism from their real-life problems or responsibilities, it can exacerbate feelings of depression. It's important for individuals to use virtual reality in moderation and to maintain a healthy balance with real-world activities and social interactions to prevent potential negative effects on mental health.

  • Is virtual reality a danger?

    Virtual reality can be a danger if not used responsibly. Prolonged use of virtual reality can lead to physical discomfort, eye strain, and disorientation. Additionally, excessive use of virtual reality can lead to a disconnect from the real world and potential social isolation. However, when used in moderation and with proper precautions, virtual reality can be a valuable tool for education, training, and entertainment. It is important for users to be aware of the potential risks and to use virtual reality in a balanced and mindful manner.

  • 'How do you find Virtual Reality?'

    I find Virtual Reality to be an incredibly immersive and engaging experience. The ability to be transported to different worlds and interact with them in a realistic way is truly amazing. It has the potential to revolutionize various industries, from gaming and entertainment to education and training. However, I also recognize that there are still limitations and challenges to overcome in terms of accessibility, cost, and potential negative effects on physical and mental health. Overall, I believe Virtual Reality has the potential to greatly impact the way we experience and interact with the world around us.

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  • Virtual Reality
    Virtual Reality

    Many people know that virtual reality is used in video games.But this cutting-edge technology is also used to train doctors, pilots, and more!This high-interest title introduces readers to the past, present, and future of virtual reality through engaging text and vibrant photos.A diagram shows off how virtual reality works, a pro/con comparison examines the technology of VR, and a graph explores how many people use this fascinating technology!

    Price: 12.99 £ | Shipping*: 3.99 £
  • Virtual Reality Usability Design
    Virtual Reality Usability Design

    The development of effective and usable software for spatial computing platforms like virtual reality (VR) requires an understanding of how these devices create new possibilities (and new perils) when it comes to interactions between humans and computers.Virtual Reality Usability Design provides readers with an understanding of the techniques and technologies required to design engaging and effective VR applications. The book covers both the mechanics of how human senses and the mind experience immersive virtual environments, as well as how to leverage these mechanics to create human-focused virtual experiences.Deeply rooted in principles of human perception and computational interaction, the current and future limitations of these replacements are also considered.Full of real-world examples, this book is an indispensable guide for any practising VR developer interested in making efficient and effective interfaces.Meanwhile, explorations of concrete theory in their practical application will be useful for VR students and researchers alike.

    Price: 52.99 £ | Shipping*: 0.00 £
  • Valid, Virtual, Vegetable Reality
    Valid, Virtual, Vegetable Reality

    valid, virtual, vegetable reality is written in a range of forms associated with 'transmission': from Roman georgics to the lesbian manifesto, from the satellite radio wave to computer programming code.The book is a queer manifesto for reimagining traditional poetic form through the historical formlessness and electricity of queer and lesbian sexual pleasure.The poems in this collection propose sex as a way to connect and disconnect; sexual fantasy as a way to virtually transform the city; and the citation of LGBTQI+ literary ancestors as a way to make a home.

    Price: 10.99 £ | Shipping*: 3.99 £
  • The Aesthetics of Virtual Reality
    The Aesthetics of Virtual Reality

    This is the first book to present an aesthetics of virtual reality media.It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, about how they may reshape our understanding of the "real" world.Grant Tavinor finds that approach to be fundamentally mistaken, and that to really account for virtual reality, we must focus on the medium and its uses, and not the hypothetical and speculative instances that are typically the focus of earlier works.He also argues that much of the cultural and metaphysical hype around virtual reality is undeserved.But this does not mean that virtual reality is illusory or uninteresting; on the contrary, it is significant for the altogether different reason that it overturns much of our understanding of how representational media can function and what we can use them to achieve. The Aesthetics of Virtual Reality will be of interest to scholars and advanced students working in aesthetics, philosophy of art, philosophy of technology, metaphysics, and game studies.

    Price: 39.99 £ | Shipping*: 0.00 £
  • What is Virtual Reality for the PC?

    Virtual Reality for the PC is a technology that allows users to immerse themselves in a computer-generated environment through the use of a headset and controllers. It creates a 3D, interactive experience that simulates a real-world environment or fantasy world. Users can explore and interact with the virtual environment, making it feel like they are actually there. Virtual Reality for the PC is used for gaming, training simulations, educational purposes, and even social experiences.

  • Could people live in a virtual reality?

    Yes, people could potentially live in a virtual reality, as technology continues to advance. With the development of immersive virtual reality experiences, it is possible for individuals to spend extended periods of time in a virtual environment. However, there are ethical and psychological considerations to take into account, such as the potential impact on mental health and the need for real-world human interaction. Additionally, the sustainability and practicality of living solely in a virtual reality environment would need to be carefully considered.

  • How can virtual reality be explained simply?

    Virtual reality is a technology that allows users to experience and interact with a computer-generated environment in a realistic way. It typically involves wearing a headset that tracks the user's head movements and displays 3D images, creating the illusion of being immersed in a different world. This technology can be used for entertainment, such as gaming and virtual tours, as well as for training and simulations in various industries. Overall, virtual reality provides a more immersive and engaging experience by transporting users to a digital environment.

  • Which virtual reality headset is suitable for PC?

    One of the most popular virtual reality headsets suitable for PC is the Oculus Rift. It offers high-quality graphics, a wide range of games and applications, and precise motion tracking. Another great option is the HTC Vive, which also provides an immersive VR experience with room-scale tracking and a variety of content available on the SteamVR platform. Both headsets require a powerful gaming PC to run smoothly and deliver the best VR experience.

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