Comprehensive introduction to VR/AR for students, instructors, researchers, and practitioners
The modular structure allows readers to select topics as they wish
Provides a scientifically sound foundation for the design, implementation, and assessment of VR/AR systems
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Table of contents (11 chapters)
About this book
This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques.
Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study.
Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources.
Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.
- Virtual Reality
- Augmented Reality
- Extended Reality
- Mixed Reality
- Human-Computer Interaction
Editors and Affiliations
Department of Design, Computer Science, Media, RheinMain University of Applied Sciences, Wiesbaden, Germany
Department of Computer Science and Automation / Department for Economic Science and Media, Ilmenau University of Technology, Ilmenau, Germany
Department of Media, Darmstadt University of Applied Sciences, Darmstadt, Germany
Institute for Informatics, TU Bergakademie Freiberg, Freiberg, Germany
About the editors
Dr. Wolfgang Broll is professor for Virtual Worlds and Digital Games at the Ilmenau University of Technology. He has been doing research in VR and AR for more than 25 years. Beside his academic career, he was a founder and manager of fayteq before it was acquired by facebook.Dr. Paul Grimm is professor for Software Design and Architecture of Extended Reality and 3D Game Engines at Darmstadt University of Applied Sciences in Germany. His research interests focus on simplifying the creation of Virtual and Augmented Reality, and he has been pursuing this for more than 20 years in various national and international projects. Dr. Bernhard Jung is professor for Virtual Reality and Multimedia at the Institute of Computer Science, Freiberg University of Mining and Technology, Germany. His research interests are in the fields of Virtual & Mixed Reality, Large Data Visualization, Virtual Prototyping with HPC workflows, Human-Computer Interaction, and Advanced Robotics.
Book Title: Virtual and Augmented Reality (VR/AR)
Book Subtitle: Foundations and Methods of Extended Realities (XR)
Editors: Ralf Doerner, Wolfgang Broll, Paul Grimm, Bernhard Jung
Publisher: Springer Cham
Copyright Information: The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2022
Softcover ISBN: 978-3-030-79061-5Published: 13 January 2022
eBook ISBN: 978-3-030-79062-2Published: 12 January 2022
Edition Number: 1
Number of Pages: X, 429
Number of Illustrations: 1 b/w illustrations