Virtual Reality
eBook - PDF

Virtual Reality

Recent Advancements, Applications and Challenges

  1. 260 pages
  2. English
  3. PDF
  4. Available on iOS & Android
eBook - PDF

Virtual Reality

Recent Advancements, Applications and Challenges

About this book

Although the emergence of virtual reality (VR) goes back to the 1960s, with the recent availability of low-cost and high-accuracy systems it has become increasingly prevalent in a wide variety of areas; with uses ranging from training and education to rehabilitation and entertainment. Nowadays, there are many companies that have their own VR systems with various types of headsets and controllers. This has shaped how VR is being used today and how we interact with the latest generation VR systems. With the rapidly evolving dynamics gained through technological advancements, VR is projected to grow and transform the way humans do everyday tasks both in the workplace and in personal lives. In addition to the VR headsets, there are now augmented reality (AR) headsets that allow the user to see their real-worldsurroundings while also viewing computer generated imagery. This leads to an enhanced user experience. This book aims to provide a comprehensive update of the latest scientific research, mainly in VR and partly in AR, from the last five years. The content is themed around the application areas of training, education, robotics, health and well-being, and user experience.

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Yes, you can access Virtual Reality by Lila Bozgeyikli, Ren Bozgeyikli in PDF and/or ePUB format, as well as other popular books in Technology & Engineering & Robotics. We have over one million books available in our catalogue for you to explore.

Table of contents

  1. Front Cover
  2. Half Title
  3. Series Page - RIVER PUBLISHERS SERIES IN AUTOMATION, CONTROL AND ROBOTICS
  4. Title Page
  5. Copyright Page
  6. Contents
  7. Preface
  8. Acknowledgments
  9. List of Contributors
  10. List of Figures
  11. List of Tables
  12. List of Abbreviations
  13. Chapter 1 - Recent Application Areas, InteractionTechniques and User Interfaces in Virtual Reality
  14. Chapter 2 - Digital and Visual Literacy, Video Games, and Virtual Reality
  15. Chapter 3 - Virtual Reality and Movement Disorders
  16. Chapter 4 - Robotics in Virtual Reality
  17. Chapter 5 - Enactive Steering of Simulations for Scientific Computing
  18. Chapter 6 - Improving User Experience in Virtual Reality
  19. Index
  20. About the Editors
  21. Back Cover