02442nam a22002657a 4500003000500000005001700005008004100022020001800063040003100081050002700112082002200139100003700161245006400198264005000262300004900312336002100361337002500382338002300407504005200430505032500482520128300807650002202090650002402112650004002136CSPC20260708104834.0260708s2022 onca b i 001 0 eng d a9781774691410 aCSPCbengcCSPCdCSPCerda00aQA76.9.A94b.D458 202200a006.8 bD388i2231 aDe Luna, Alvin Albuero,eauthor.10aIntroduction to virtual reality / cAlvin Albuero De Luna.  1aBurlington, Ontario : bArcler Press, c2022. axix, 230 pages : billustrations ; c24 cm.  2rdacontentatext 2rdamediaaunmediated 2rdacarrieravolume aIncludes bibliographical references and index. 0 aVirtual reality: an overview -- Virtual reality systems -- Visual, acoustic, and haptic perception in virtual reality -- Virtual reality vs augmented reality -- Human being in virtual environment -- Enabling technologies in virtual reality -- Benefits and applications of virtual reality -- Future of virtual reality.  a"Virtual reality (VR) is a computer-generated simulation in which people can easily interact within an artificial 3D environment. The development of virtual reality is intended to give people a realistic experience inside a virtual world, by making use of technologies that influence the human brain into believing whatever they are experiencing is real. Most commonly, virtual reality is used for entertainment purposes such as 3D cinema and video games. With the COVID-19 restrictions in the year 2020,VR is experiencing a huge rise. As per Grand View Research, the global VR market will grow to 62.1billion dollars in the year 2027. This book takes the readers through a brief introduction about virtual reality, focuses on the history of virtual reality, types of virtual reality and its development, systems of VR, its comparison with augmented reality (AR), human beings in the virtual environment (VE), benefits, and applications of VR along with its future. This book has been designed to suit the knowledge as well as the pursuit of the researcher and scholars and also, to empower them with different aspects of virtual reality, the development of virtual reality, and its applications in different sectors, so that they are updated with the information"-- Back cover. 0aVirtual reality.  0aComputer graphics.  0aThree-dimensional display systems.