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Introduction to Virtual Reality

  • Textbook
  • © 2004

Overview

  • Written in an easy to understand manner
  • No mathematical background needed
  • Includes a 32 page colour section

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Table of contents (8 chapters)

Keywords

About this book

During the last decade the word virtual became one of the most exposed words in the English language. Today we have virtual universities, virtual offices, virtual pets, virtual actors, virtual museums, virtual doctors - and all because of virtual reality. So what is virtual reality? Essentially, virtual reality is about the navigation and manipulation of 3D computer-generated environments. A VR user is able to navigate by walking, running or even flying through a virtual environment and explore viewpoints that would be impossible in the real world. But the real benefit of VR is the ability to touch, animate, pickup and reposition virtual objects and create totally new configurations. Key topics: The origins of VR How VR works How VR is being used The field of Virtual Reality is moving very quickly and increasing numbers of people need to know more about this exciting subject. Introduction to Virtual Reality explains what VR is about, without going into the underlying mathematical techniques, but at the same time providing a solid understanding and foundation of the techniques and applications involved.

Authors and Affiliations

  • National Centre for Computing Animation, Bournemouth University, UK

    John Vince

Bibliographic Information

  • Book Title: Introduction to Virtual Reality

  • Authors: John Vince

  • DOI: https://doi.org/10.1007/978-0-85729-386-2

  • Publisher: Springer London

  • eBook Packages: Springer Book Archive

  • Copyright Information: Springer-Verlag London 2004

  • Softcover ISBN: 978-1-85233-739-1Published: 30 March 2004

  • eBook ISBN: 978-0-85729-386-2Published: 27 June 2011

  • Edition Number: 1

  • Number of Pages: VII, 163

  • Number of Illustrations: 95 b/w illustrations, 30 illustrations in colour

  • Topics: User Interfaces and Human Computer Interaction, Computer Graphics

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