9780128183991 - understanding virtual reality: interface, application, and design (the morgan kaufmann series in computer graphics) von sherman, william r.; craig, alan b. (5 Ergebnisse)

Sprache: Englisch
Verlag: Elsevier 2018
Serie: The Morgan Kaufmann Series in Computer Graphics, Buch 40 von 40. Buch 40 von 40 - The Morgan Kaufmann Series in Computer Graphics
- Softcover
Anbieter: Majestic Books, Hounslow, , Vereinigtes KönigreichMajestic Books
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Zustand: New. pp. 938.

Sprache: Englisch
Verlag: Morgan Kaufmann 2018
Serie: The Morgan Kaufmann Series in Computer Graphics, Buch 40 von 40. Buch 40 von 40 - The Morgan Kaufmann Series in Computer Graphics
- Softcover
Anbieter: Ria Christie Collections, Uxbridge, Vereinigtes KönigreichRia Christie Collections
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Zustand: New. In.

Sprache: Englisch
Verlag: KNV Besorgung, Morgan Kaufmann 2018
Serie: The Morgan Kaufmann Series in Computer Graphics, Buch 40 von 40. Buch 40 von 40 - The Morgan Kaufmann Series in Computer Graphics
- Softcover
Anbieter: AHA-BUCH GmbH, Einbeck, DeutschlandAHA-BUCH GmbH
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Taschenbuch. Zustand: Sehr gut. Gebraucht - Sehr gut SG - Ungelesenes Mängelexemplar, gestempelt, mit leichten Lagerspuren - Understanding Virtual Reality: Interface, Application, and Design, Second Edition arrives at a time when the technologies behind virtual reality have advanced dramatically. The book helps users take advant…age of the ways they can identify and prepare for the applications of VR in their field. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as underlying technologies evolve. Included are a history of VR, systems currently in use, the application of VR, and the many issues that arise in application design and implementation, including hardware requirements, system integration, interaction techniques and usability. Features substantive, illuminating coverage designed for technical or business readers and the classroomExamines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction and other fieldsProvides (via a companion website) additional case studies, tutorials, instructional materials, and a link to an open-source VR programming systemIncludes updated perception material and new sections on game engines, optical tracking, VR visual interface software, and a new glossary with pictures.

Sprache: Englisch
Verlag: Elsevier Science 2018
Serie: The Morgan Kaufmann Series in Computer Graphics, Buch 40 von 40. Buch 40 von 40 - The Morgan Kaufmann Series in Computer Graphics
- Softcover
Anbieter: moluna, Greven, , Deutschlandmoluna
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 147,20
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Zustand: New. Features substantive, illuminating coverage designed for technical or business readers and the classroom Examines VR s constituent technologies, drawn from visualization, representation, graphics, human-computer interaction and other field.

Sprache: Englisch
Verlag: KNV Besorgung, Morgan Kaufmann Aug 2020 2020
Serie: The Morgan Kaufmann Series in Computer Graphics, Buch 40 von 40. Buch 40 von 40 - The Morgan Kaufmann Series in Computer Graphics
- Softcover
Anbieter: AHA-BUCH GmbH, Einbeck, DeutschlandAHA-BUCH GmbH
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 204,42
EUR 69,40 VersandVersand von Deutschland nach USAAnzahl: 2 verfügbar
Taschenbuch. Zustand: Neu. Neuware - Understanding Virtual Reality: Interface, Application, and Design, Second Edition arrives at a time when the technologies behind virtual reality have advanced dramatically. The book helps users take advantage of the ways they can identify and prepare for the applications of VR in their field.… By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as underlying technologies evolve. Included are a history of VR, systems currently in use, the application of VR, and the many issues that arise in application design and implementation, including hardware requirements, system integration, interaction techniques and usability. Features substantive, illuminating coverage designed for technical or business readers and the classroomExamines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction and other fieldsProvides (via a companion website) additional case studies, tutorials, instructional materials, and a link to an open-source VR programming systemIncludes updated perception material and new sections on game engines, optical tracking, VR visual interface software, and a new glossary with pictures.