Real Vr Immersive Digital Reality

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Real VR – Immersive Digital Reality

Author : Marcus Magnor,Alexander Sorkine-Hornung
Publisher : Springer Nature
Page : 361 pages
File Size : 44,6 Mb
Release : 2020-03-10
Category : Computers
ISBN : 9783030418168

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Real VR – Immersive Digital Reality by Marcus Magnor,Alexander Sorkine-Hornung Pdf

With the advent of consumer-market Virtual Reality (VR) technology, the next revolution in visual entertainment is already on the horizon: real VR will enable us to experience live-action movies, sports broadcasts, concert videos, etc. in true visual (and aural) immersion. This book provides a comprehensive overview of the algorithms and methods that make it possible to immerse into real-world recordings. It brings together the expertise of internationally renowned experts from academia and industry who present the state of the art in this fascinating, interdisciplinary new research field. Written by and for scientists, engineers, and practitioners, this book is the definitive reference for anyone interested in finding out about how to import the real world into head-mounted displays.

Virtual Reality and Light Field Immersive Video Technologies for Real-World Applications

Author : Gauthier Lafruit,Mehrdad Teratani
Publisher : IET
Page : 390 pages
File Size : 54,7 Mb
Release : 2021-12-22
Category : Computers
ISBN : 9781785615788

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Virtual Reality and Light Field Immersive Video Technologies for Real-World Applications by Gauthier Lafruit,Mehrdad Teratani Pdf

Inspired by MPEG-I and JPEG-PLENO standardization activities, this book is for readers who want to understand 3D representations and multi-camera video processing for novel immersive media applications. The authors address new challenges that arise beyond compression-only, such as depth acquisition and 3D rendering.

Cases on Immersive Virtual Reality Techniques

Author : Yang, Kenneth C.C.
Publisher : IGI Global
Page : 381 pages
File Size : 55,6 Mb
Release : 2019-04-12
Category : Computers
ISBN : 9781522559139

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Cases on Immersive Virtual Reality Techniques by Yang, Kenneth C.C. Pdf

As virtual reality approaches mainstream consumer use, new research and innovations in the field have impacted how we view and can use this technology across a wide range of industries. Advancements in this technology have led to recent breakthroughs in sound, perception, and visual processing that take virtual reality to new dimensions. As such, research is needed to support the adoption of these new methods and applications. Cases on Immersive Virtual Reality Techniques is an essential reference source that discusses new applications of virtual reality and how they can be integrated with immersive techniques and computer resources. Featuring research on topics such as 3D modeling, cognitive load, and motion cueing, this book is ideally designed for educators, academicians, researchers, and students seeking coverage on the applications of collaborative virtual environments.

Being Really Virtual

Author : Frank Steinicke
Publisher : Springer
Page : 166 pages
File Size : 51,7 Mb
Release : 2016-10-22
Category : Computers
ISBN : 9783319430782

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Being Really Virtual by Frank Steinicke Pdf

This book focuses on the recent developments of virtual reality (VR) and immersive technologies, what effect they are having on our modern, digitised society and explores how current developments and advancements in this field are leading to a virtual revolution. Using Ivan Sutherland's ‘The Ultimate Display’ and Moore’s law as a springboard, the author discusses both popular scientific and technological accounts of the past, present and possible futures of VR, looking at current research trends, developments, challenges and ethical considerations to the coming age of differing realities. Being Really Virtual is for researchers, designers and developers of VR and immersive technologies and anyone with an interest in the exponential rise of such technologies and how they are changing the very way we perceive, interact and communicate within our digital society.

Getting Started with React VR

Author : John Gwinner
Publisher : Packt Publishing Ltd
Page : 287 pages
File Size : 50,6 Mb
Release : 2017-11-30
Category : Computers
ISBN : 9781788473774

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Getting Started with React VR by John Gwinner Pdf

Create amazing 360 and virtual reality content that runs directly in your browsers with JavaScript and React VR 2.0 About This Book A practical guide to developing virtual reality experiences targeting web and mobile browsers Create customized 3D graphics for your virtual reality experiences with Three.js Explore the ReactVR library to create objects that seem real and see how they move in the Virtual world Import free models into VR and include those in your code Who This Book Is For This book is for web developers who want to use their existing skill set of HTML, CSS, and JavaScript to create virtual reality experiences. What You Will Learn Use Blender 2.79 to make virtual reality objects for Web VR. Import free models into VR and how to include those in your code Build a Virtual Museum with interactive art pieces Create your first VR App and customizing it Build animations by procedurally changing an object's position, using timers and Animated APIs Incorporate React Native code and JavaScript code in your VR world In Detail This book takes you on a journey to create intuitive and interactive Virtual Reality experiences by creating your first VR application using React VR 2.0.0. It starts by getting you up to speed with Virtual Reality (VR) and React VR components. It teaches you what Virtual Reality (VR) really is, why it works, how to describe 3D objects, the installation of Node.js (version 9.2.0) and WebVR browser. You will learn 3D polygon modeling, texturing, animating virtual objects and adding sound to your VR world. You will also discover ways to extend React VR with new features and native Three.js. You will learn how to include existing high-performance web code into your VR app. This book will also take you through upgrading and publishing your app. By the end of this book, you'll have a deep knowledge of Virtual Reality and a full-fledged working VR app to add to your profile! Style and approach A step-by-step practical guide to help readers build their first VR application.

Augmented Reality and Virtual Reality

Author : M. Claudia tom Dieck,Timothy H. Jung,Sandra M. C. Loureiro
Publisher : Springer Nature
Page : 314 pages
File Size : 52,9 Mb
Release : 2021-05-04
Category : Business & Economics
ISBN : 9783030680862

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Augmented Reality and Virtual Reality by M. Claudia tom Dieck,Timothy H. Jung,Sandra M. C. Loureiro Pdf

This book features the latest research in the area of immersive technologies, presented at the 6th International Augmented Reality and Virtual Reality Conference, held in online in 2020. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, health care, tourism, events, fashion, entertainment, retail and the gaming industry. The book is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.

The Immersive Reality Revolution

Author : T P Ffiske
Publisher : Unknown
Page : 142 pages
File Size : 49,5 Mb
Release : 2020-02-14
Category : Electronic
ISBN : 9798613910304

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The Immersive Reality Revolution by T P Ffiske Pdf

Immersive reality (VR, AR, and MR) is shaping multiple industries today. Everything, from marketing to retail and training to education, is being fundamentally changed by technology. This concise book will explore all the ways the technology is shaping our industries, disrupting our old way of life and introducing new ways to improve processes. But like all technologies, we must bear in mind how we sustainably move into our future. The book summarises by exploring the ethics behind VR and AR, as well as the regulations we must bear in mind. Are you ready for the immersive reality revolution?Contents: - Introduction: The Immersive Reality Revolution- Education: Teaching Future Generations With Immersive Tech- Empathy: The Power of Immersion to Change Lives- Social Spaces: Shaping the Way We Communicate With One Another- AR Glasses: The Next Big Tech Battle- Training: Training the Next Generation of Employees Safely- Movies: A New Way to Watch Entertainment- Interview: Deep Dive Into Immersive Film- AR Creators: A New Channel for Marketing- Drones: Zooming in First Person- Arcades: The Gateway to Vr- Meditation: Quiet in a Loud World- Ethics in Virtual and Augmented Reality- Control: Regulation and Risks in the Future- Epilogue: Where Immersive Technology Will Go Next

Encyclopedia of Multimedia

Author : Borko Furht
Publisher : Springer Science & Business Media
Page : 1031 pages
File Size : 54,5 Mb
Release : 2008-11-26
Category : Computers
ISBN : 9780387747248

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Encyclopedia of Multimedia by Borko Furht Pdf

This second edition provides easy access to important concepts, issues and technology trends in the field of multimedia technologies, systems, techniques, and applications. Over 1,100 heavily-illustrated pages — including 80 new entries — present concise overviews of all aspects of software, systems, web tools and hardware that enable video, audio and developing media to be shared and delivered electronically.

Unreal Engine 4 Virtual Reality Projects

Author : Kevin Mack,Robert Ruud
Publisher : Packt Publishing Ltd
Page : 622 pages
File Size : 51,7 Mb
Release : 2019-04-30
Category : Computers
ISBN : 9781789133882

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Unreal Engine 4 Virtual Reality Projects by Kevin Mack,Robert Ruud Pdf

The key problem with VR development is understanding how to set up a project and running it on your desktop or mobile VR device. With this book, you will not only learn the specifics of virtual reality development in Unreal but also build immersive and fun VR projects that can be experienced on your VR devices.

Stepping into Virtual Reality

Author : Mario A. Gutiérrez A.,Frédéric Vexo,Daniel Thalmann
Publisher : Springer Nature
Page : 279 pages
File Size : 52,6 Mb
Release : 2023-08-11
Category : Computers
ISBN : 9783031364877

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Stepping into Virtual Reality by Mario A. Gutiérrez A.,Frédéric Vexo,Daniel Thalmann Pdf

Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these. Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. This textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications.

Defying Reality

Author : David M. Ewalt
Publisher : Penguin
Page : 288 pages
File Size : 47,7 Mb
Release : 2018-07-17
Category : Technology & Engineering
ISBN : 9781101983737

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Defying Reality by David M. Ewalt Pdf

A fascinating exploration of the history, development, and future of virtual reality, a technology with world-changing potential, written by award-winning journalist and author David Ewalt, stemming from his 2015 Forbes cover story about the Oculus Rift and its creator Palmer Luckey. You’ve heard about virtual reality, seen the new gadgets, and read about how VR will be the next big thing. But you probably haven’t yet realized the extent to which this technology will change the way we live. We used to be bound to a physical reality, but new immersive computer simulations allow us to escape our homes and bodies. Suddenly anyone can see what it’s like to stand on the peak of Mount Everest. A person who can’t walk can experience a marathon from the perspective of an Olympic champion. And why stop there? Become a dragon and fly through the universe. But it’s not only about spectacle. Virtual and augmented reality will impact nearly every aspect of our lives—commerce, medicine, politics—the applications are infinite. It may sound like science fiction, but this vision of the future drives billions of dollars in business and is a top priority for such companies as Facebook, Google, and Sony. Yet little is known about the history of these technologies. In Defying Reality, David M. Ewalt traces the story from ancient amphitheaters to Cold War military laboratories, through decades of hype and failure, to a nineteen-year-old video game aficionado who made the impossible possible. Ewalt looks at how businesses are already using this tech to revolutionize the world around us, and what we can expect in the future. Writing for a mainstream audience as well as for technology enthusiasts, Ewalt offers a unique perspective on VR. With firsthand accounts and on-the-ground reporting, Defying Reality shows how virtual reality will change our work, our play, and the way we relate to one another.

The Immersive Enclosure

Author : Paul Roquet
Publisher : Columbia University Press
Page : 368 pages
File Size : 46,9 Mb
Release : 2022-05-24
Category : Computers
ISBN : 9780231555968

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The Immersive Enclosure by Paul Roquet Pdf

Winner, 2023 Lewis Mumford Award for Outstanding Scholarship in the Ecology of Technics, Media Ecology Association Although virtual reality promises to immerse a person in another world, its true power lies in its ability to sever a person’s spatial situatedness in this one. This is especially clear in Japan, where the VR headset has been embraced as a way to block off existing social environments and reroute perception into more malleable virtual platforms. Is immersion just another name for enclosure? In this groundbreaking analysis of virtual reality, Paul Roquet uncovers how the technology is reshaping the politics of labor, gender, home, and nation. He examines how VR in Japan diverged from American militarism and techno-utopian visions and became a tool for renegotiating personal space. Individuals turned to the VR headset to immerse themselves in three-dimensional worlds drawn from manga, video games, and genre literature. The Japanese government promised VR-operated robots would enable a new era of remote work, targeting those who could not otherwise leave home. Middle-aged men and corporate brands used VR to reimagine themselves through the virtual bodies of anime-styled teenage girls. At a time when digital platforms continue to encroach on everyday life, The Immersive Enclosure takes a critical look at these attempts to jettison existing social realities and offers a bold new approach for understanding the media environments to come.

Virtual Reality with VRTK4

Author : Rakesh Baruah
Publisher : Apress
Page : 381 pages
File Size : 47,5 Mb
Release : 2019-12-06
Category : Computers
ISBN : 9781484254882

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Virtual Reality with VRTK4 by Rakesh Baruah Pdf

Virtual reality is quickly becoming the next medium to communicate your ideas. Once siloed in make-believe world of science fiction, virtual reality can now touch any aspect of your life. This book shows you how to create original virtual reality content using the Unity game engine and the Virtual Reality Tool Kit. By the end of the book you'll be creating your own virtual reality experience using the fundamental building blocks within. You'll start by reviewing spatial computing, an emerging field that encompasses self-driving cars to space exploration. You'll also create your own virtual reality environments for use on headsets such as those from Oculus and HTC. Using the Unity3D game engine and the Virtual Reality Toolkit on a computer or laptop, you will walk through the fundamentals of virtual reality with as little code as possible. That is the beauty of Unity and the Virtual Reality Toolkit. You will discover how to use buttons in a virtual space, gaze-tracking for user input, and physics for enabling interaction between a human and a virtual space. From game design to education to healthcare to human resources, virtual reality offers new and creative ways to engage users, students, patients, customers, and more. Not a coding book, Virtual Reality with VRTK4 shows that you don't need to be a computer or graphics whiz to begin creating your own virtual reality experiences. What You'll Learn Grasp Virtual Reality Toolkit and its interaction with Unity3DExplore the fundamental science of virtual realityReview the inner workings of Unity3D and its integration with VRTKUnderstand the big picture of C# coding in Unity3DIncorporate head and hand movement into virtual experiences Who This Book Is For Creative professionals or students who are familiar with computer design programs and want to begin prototyping their own original virtual reality work as quickly as possible.

Transforming Education with Virtual Reality

Author : Reena Malik,Ambuj Sharma,Prashant Chaudhary
Publisher : John Wiley & Sons
Page : 290 pages
File Size : 52,5 Mb
Release : 2024-01-30
Category : Education
ISBN : 9781394200474

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Transforming Education with Virtual Reality by Reena Malik,Ambuj Sharma,Prashant Chaudhary Pdf

TRANSFORMING EDUCATION WITH VIRTUAL REALITY The book provides an in-depth and comprehensive knowledge reviewof the use of virtual reality in the education industry and businesses. Virtual reality (VR) technology has thoroughly transformed education by providing engaging and immersive ways for students to experience their education and by offering visual learning, creative development, etc., to enhance their studies. Moreover, with increasing accessibility, both students and educators can utilize it for effective teaching and learning. By embracing this VR-related technology, teachers can transform traditional classrooms into lively ones. Businesses can also leverage VR for skilling, up-skilling, and re-skilling. This book is divided into two parts. Part I discusses the opportunities, challenges, and application of VR technology, and Part II focuses on reimagining education with the metaverse. Readers will find in this book: a description of the relationship between virtual reality and student behavior; a review of VR-enabled tools and techniques for an immersive environment; a discussion on VR in the context of vocational education by developing a conceptual framework and roadmap for its adoption; an overview of the advantages, disadvantages, and mechanisms of VR through a detailed analysis showing a comparison of the strong and weak points of the technologies being used in education; a look at the future of learning in the context of VR; a description of the relevance of VR in emerging economies with the help of bibliometric analysis and discusses its future potential; a review of Metaverse as a new education avatar showcasing diverse educational experiences and how to reimagine teaching; an explanation of the relevance of emerging digital technologies in upskilling employees in fashion retail to impart an immersive experience for customers; a proposed framework for mapping the use of VR for students with autistic spectrum disorder (ASD). Audience The book is designed for information technologists, educational researchers, teachers, policymakers, government officials, and business managers.

Augmented Reality and Virtual Reality

Author : Timothy Jung,M. Claudia tom Dieck,Philipp A. Rauschnabel
Publisher : Springer Nature
Page : 397 pages
File Size : 48,5 Mb
Release : 2020-03-24
Category : Business & Economics
ISBN : 9783030378691

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Augmented Reality and Virtual Reality by Timothy Jung,M. Claudia tom Dieck,Philipp A. Rauschnabel Pdf

This book features the latest research in the area of immersive technologies, presented at the 5th International Augmented and Virtual Reality Conference, held in Munich, Germany in 2019. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, healthcare, tourism, events, fashion, entertainment, retail and the gaming industry. The volume is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.