Virtual Reality

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AR
AR Glass
Augmented Reality Systems
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B01=Lila Bozgeyikli
B01=Ren Bozgeyikli
BCI
Category1=Non-Fiction
Category=UYV
CET
COP=Denmark
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digital rehabilitation
DOF
Eating Disorders
educational simulation
EEG Processing
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eq_computing
eq_isMigrated=2
eq_nobargain
eq_non-fiction
FAA
Haptic Feedback
HTC Vive
human computer interaction
immersive technology
Input Options
Language_English
Line Integral Convolution
NASA TLX
Orientation Error
PA=Not yet available
Parallel Coordinates
Price_€20 to €50
PS=Forthcoming
Receding Horizon Approach
Relative Quality Measures
Responsive Environments
Robot Programming
robotics integration
softlaunch
spatial computing
Target Force Level
Thor's Hammer
Thor’s Hammer
virtual reality user experience research
Virtual Robot
VR Headset
VR Learning

Product details

  • ISBN 9788770043441
  • Weight: 540g
  • Dimensions: 156 x 234mm
  • Publication Date: 21 Oct 2024
  • Publisher: River Publishers
  • Publication City/Country: DK
  • Product Form: Paperback
  • Language: English
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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-world surroundings 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.

Lila Bozgeyikli, Ren Bozgeyikli