000 02639nam a22003017a 4500
003 CSPC
005 20260708104834.0
008 260708s2022 onca b i 001 0 eng d
020 _a9781774691410
040 _aCSPC
_beng
_cCSPC
_dCSPC
_erda
050 0 0 _aQA76.9.A94
_b.D458 2022
082 0 0 _a006.8
_bD388i
_223
100 1 _aDe Luna, Alvin Albuero,
_eauthor.
245 1 0 _aIntroduction to virtual reality /
_cAlvin Albuero De Luna.
264 1 _aBurlington, Ontario :
_bArcler Press,
_c2022.
300 _axix, 230 pages :
_billustrations ;
_c24 cm.
336 _2rdacontent
_atext
337 _2rdamedia
_aunmediated
338 _2rdacarrier
_avolume
504 _aIncludes bibliographical references and index.
505 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.
520 _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.
650 0 _aVirtual reality.
650 0 _aComputer graphics.
650 0 _aThree-dimensional display systems.
942 _2ddc
_n0
_cBK
_h006.8
_iD388i
_kFIL
_m2022
_e23
999 _c32567
_d32567