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An Introduction to Virtual and Augmented Reality

Designing Impactful Experiences
Buch | Softcover
288 Seiten
2026
Chapman & Hall/CRC (Verlag)
978-1-032-97126-1 (ISBN)
CHF 89,95 inkl. MwSt
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This book is an introduction to Virtual Reality (VR) and Augmented Reality (AR), that will give learners a deep understanding of the media and enable them to create impactful experiences applicable to a wide variety of industries in creative and technical fields. Includes a wealth of case studies of applications and interviews.
This book is an introduction to Virtual Reality (VR) and Augmented Reality (AR), that will give learners a deep understanding of the media and enable them to create impactful experiences applicable to a wide variety of industries.

VR’s immersive environments and AR’s seamless blending of virtual and real elements create effects that no other medium can replicate. The book introduces readers to the hardware and software that power these technologies, explained in clear and accessible terms. It then examines the psychological experiences they create, such as the sensations of 'presence' and 'embodiment' in virtual worlds, explores how real and virtual combine in augmented and mixed reality, and investigates social VR experiences involving interactions with both real and virtual agents. It concludes by examining how AI and connected virtual social spaces can integrate with VR and AR to shape the next generation of technology platforms.

Supported by a wealth of case studies of VR/AR applications, and interviews from VR/AR experts, this book serves as a core textbook for students of Virtual Reality and Augmented Reality courses in creative and technical fields.

Marco Gillies, Professor of Computing, Goldsmiths, University of London, UK. Xueni ‘Sylvia’ Pan, Professor of Virtual Reality, Goldsmiths, University of London, UK.

Part 1: Virtual Reality 1. What is Virtual Reality? 2. VR Displays and Tracking 3. Virtual Worlds 4. Presence: The Psychology of VR Part 2: Augmented and Mixed Reality 5. What is Augmented Reality? 6. AR Displays and Graphics 7. Computer Vision and Artificial Intelligence 8. AR Registration and Tracking Part 3: 3D Interaction 9. What is 3D Interaction? 10. Locomotion 11. Object Interaction and Haptics 12. Evaluating VR and AR Part 4: Virtual Humans 13. What are Virtual Humans? 14. Embodiment 15. Social VR 16. Virtual Agents

Erscheint lt. Verlag 1.6.2026
Zusatzinfo 10 Line drawings, color; 2 Line drawings, black and white; 66 Halftones, color; 76 Illustrations, color; 2 Illustrations, black and white
Sprache englisch
Maße 178 x 254 mm
Gewicht 453 g
Themenwelt Kunst / Musik / Theater Film / TV
Informatik Theorie / Studium Künstliche Intelligenz / Robotik
Mathematik / Informatik Informatik Web / Internet
ISBN-10 1-032-97126-6 / 1032971266
ISBN-13 978-1-032-97126-1 / 9781032971261
Zustand Neuware
Informationen gemäß Produktsicherheitsverordnung (GPSR)
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