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.
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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.
Les mer
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 livesWritten 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.
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Presents the fundamentals of virtual reality, augmented reality and the metaverse, how and where they can be applied Covers cutting-edge research in brain-computer interfaces, deep learning for 3D hand posing, senses and sensors Practical in its approach, fully illustrated in colour, with numerous examples and case studies
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Produktdetaljer

ISBN
9783031364860
Publisert
2023-08-12
Utgave
2. utgave
Utgiver
Vendor
Springer International Publishing AG
Høyde
235 mm
Bredde
155 mm
Aldersnivå
Upper undergraduate, U, P, 05, 06
Språk
Product language
Engelsk
Format
Product format
Heftet

Om bidragsyterne

Mario A. Gutiérrez A. obtained a Ph.D. in Computer Science, with specialization in Virtual Reality from EPFL, Switzerland. He has co-authored several peer-reviewed international conference papers, scientific journal articles and books covering topics related to Computer Graphics, Virtual Reality and Human-Computer Interaction. He has served as assistant professor in Computer Graphics and Virtual Reality at Tecnológico de Monterrey in Mexico. In addition to his academic experience, Mario Gutierrez has worked for more than 10 years in the software and consumer electronics industries, focusing on research and development projects aimed at developing innovative computer peripheral devices and software for Virtual Reality and spatial computing applications. He is currently Sr. Software Engineer at Logitech Europe S.A., based in Lausanne, Switzerland.

 

Dr. Frédéric Vexo is a computer scientist, accomplished entrepreneur, and respected authority inthe field of human-computer interaction. Born in 1974 in eastern France, his early fascination with computers sparked a lifelong passion for exploring their capabilities. He pursued a Ph.D. in computer science, immersing himself in the realms of physics and mathematics to create Virtual Worlds. As a senior researcher at the Swiss Federal Institute of Science in Lausanne, Switzerland, Dr Vexo led a talented team of graduate and Ph.D. students in pioneering research on virtual reality. Dr Vexo’s expertise is widely recognised through his extensive publications, including co-authoring books and over 100 scientific papers. He is a sought-after speaker at international conferences, sharing his knowledge and shaping the discourse on human-computer interaction. Passionate about education, Dr Vexo has dedicated himself to nurturing the next generation of innovators. He has taught graduate and undergraduate students in the captivating field of Human Computer Interaction, serving as an invited professor and senior researcher at institutions such as Tec Monterrey in Toluca, Mexico, and Keio University in Yokohama, Japan. Today, Dr. Vexo leverages his extensive experience as an advisor and strategist, guiding companies through digital transformation and supporting disruptive startups.


Prof. Daniel Thalmann is a renowned Swiss and Canadian computer scientist. He is currently an honorary professor at the EPFL in Switzerland and the executive director of R&D at MIRALab Sarl. He is co-editor-in-chief of Wiley's Journal of Computer Animation and Virtual Worlds (CAVW) and on the editorial boards of several other journals. Daniel Thalmann is programme chair and co-chair of CASA 2023 and CGI2023.

After receiving his Ph.D. in Computer Science from the University of Geneva in 1977, Daniel Thalmann began at the University of Montreal in Canada.  He later became a professor at EPFL, Switzerland, where he founded the Virtual Reality Lab (VRlab).  From 2009 to 2017, he was a visiting professor at the Nanyang Technological University in Singapore. 

Daniel Thalmann has served on numerous programme committees and as programme chair and co-chair of several conferences, including IEEE VR, ACM VRST, and ACM VRCAI. He and his students have published several seminal papers in virtual reality, computer graphics and animation. He is co-editor and co-author of many books including 'Crowd Simulation' and 'Stepping into Virtual Reality', published by Springer.

Throughout his successful career, Professor Daniel Thalmann has received many awards, including an Honorary Doctorate from Paul Sabatier University in Toulouse, France in 2003, the Eurographics Distinguished Career Award in 2010, the Canadian Human Computer Communications Society Achievement Award in 2012, and the CGI Career Achievement Award in 2015. More can be found on Daniel Thalmann in Wikipedia.