| 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 |
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| 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. |
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| 300 |
_axix, 230 pages : _billustrations ; _c24 cm. |
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| 336 |
_2rdacontent _atext |
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| 337 |
_2rdamedia _aunmediated |
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| 338 |
_2rdacarrier _avolume |
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| 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 |
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| 999 |
_c32567 _d32567 |
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