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020 _a9783030790622
_9978-3-030-79062-2
024 7 _a10.1007/978-3-030-79062-2
_2doi
050 4 _aTA1501-1820
050 4 _aTA1634
072 7 _aUYT
_2bicssc
072 7 _aCOM016000
_2bisacsh
072 7 _aUYT
_2thema
082 0 4 _a006
_223
245 1 0 _aVirtual and Augmented Reality (VR/AR)
_h[electronic resource] :
_bFoundations and Methods of Extended Realities (XR) /
_cedited by Ralf Doerner, Wolfgang Broll, Paul Grimm, Bernhard Jung.
250 _a1st ed. 2022.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2022.
300 _aX, 429 p. 1 illus.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _a1 R. Doerner et al., Introduction to Virtual and Augmented Reality -- 2 R. Doerner and F. Steinicke, Perceptual Aspects of VR -- 3 B. Jung and A. Vitzhum, Virtual Worlds -- 4 P. Grimm at al., VR/AR Input Devices and Tracking -- 5 W. Broll et al., VR/AR Output Devices -- 6 R. Doerner et al., Interaction in Virtual Worlds -- 7 M. Buhr et al., Real-time Aspects of VR Systems -- 8 W. Broll, Augmented Reality -- 9 R. Doerner et al., VR/AR Case Studies -- 10 W. Broll et al., Authoring of VR/AR Applications -- 11 R. Doerner, Mathematical Foundations of VR/AR.
520 _aThis comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study. Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to buildtheir advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.
650 0 _aImage processing
_xDigital techniques.
650 0 _aComputer vision.
650 0 _aUser interfaces (Computer systems).
650 0 _aHuman-computer interaction.
650 0 _aSignal processing.
650 1 4 _aComputer Imaging, Vision, Pattern Recognition and Graphics.
650 2 4 _aUser Interfaces and Human Computer Interaction.
650 2 4 _aDigital and Analog Signal Processing.
700 1 _aDoerner, Ralf.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
700 1 _aBroll, Wolfgang.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
700 1 _aGrimm, Paul.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
700 1 _aJung, Bernhard.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783030790615
776 0 8 _iPrinted edition:
_z9783030790639
856 4 0 _uhttps://doi.org/10.1007/978-3-030-79062-2
912 _aZDB-2-SCS
912 _aZDB-2-SXCS
942 _cSPRINGER
999 _c178795
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