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020 _a9783031364877
024 7 _a10.1007/978-3-031-36487-7
_2doi
040 _aES-MaUEC
_bspa
_cES-MaUEC
_dES-MaUEC
050 4 _aQA76.9 .A94
_b2023 EB
100 1 _aGutiérrez Alonso, Mario A.
_q(Mario Arturo)
_d1976-
_eautor
_4http://id.loc.gov/vocabulary/relators/aut
_9689588
245 1 0 _aStepping into Virtual Reality
_cby Mario A Gutiérrez A, Frédéric Vexo, Daniel Thalmann
250 _a2nd ed 2023
264 1 _aCham
_bSpringer Nature Switzerland
_c2023
300 _a1 recurso en línea
336 _atexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
_2rda
505 0 _aAcknowledgments -- 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.
520 _aThe 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.
988 _aSpringer_Computer_2023
650 7 _2embne
_9149935
_aRealidad virtual
700 1 _9689589
_aVexo, Frédéric
_eautor
700 1 _997023
_aThalmann, Daniel
_eautor
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-031-36487-7
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
942 _2lcc
_cLE
998 _b02/2024
_dz
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