仮想現実に踏み出す(第2版)<br>Stepping into Virtual Reality (2ND)

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仮想現実に踏み出す(第2版)
Stepping into Virtual Reality (2ND)

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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 272 p.
  • 言語 ENG
  • 商品コード 9783031364860

Full Description

The 2nd edition of this book provides an updated and extended look into the advancements in Virtual Reality and the metaverse. The history and origins of Virtual Reality, crowd simulation and virtual surgery are thoroughly explored. Applications in the cultural heritage and sports domains are also examined and described in detail. There are new contributions on Senses and Sensors, Brain-Computer interfaces, Game Engines, and Immersive Sound. This edition also provides a comprehensive look into the development of applications based on AI techniques, including Machine Learning. It covers all aspects of the topic, from the theoretical foundations to practical applications. The revised and extended chapters provide readers with an in-depth understanding of the technology and its potential applications.

Designed as a guided tour, Stepping into Virtual Reality 2nd edition provides practical explanations of each step in the process of creating a virtual reality application. It can be used both as a textbook for a virtual reality course and as a reference for courses on computer graphics, computer animation or human-computer interaction and is essential reading for anyone interested in technology and its potential to revolutionize our lives

Written by three authors, all from EPFL, Switzerland., Professor Daniel Thalmann, is a pioneer in the field of VR and has done extensive research in the field since its inception and has been leading international research in VR for decades. Mario A. Gutiérrez A. and Frédéric Vexo have deepened their knowledge of the metaverse through their previous PhDs and subsequent careers and together with Daniel offer a unique, up-to-date book on VR and its applications.

Contents

Acknowledgments.- Preface.- Introduction.- Part I Fundamentals: Computer Graphics.- Computer Animation.- Part II Virtual Worlds: Virtual Characters.- Architecture of Virtual Reality Systems.- Mixed Realities.- Part III Perceiving Virtual Worlds: Senses and Sensors.- Vision.- Audition.- Touch.-  Smell and Taste.- Brain-Computer Interfaces.- Part IV Applications: Health Sciences.- Cultural Heritage.- Other VR Applications.- List of Figures.- Index.

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