Understanding Virtual Reality,
Edition 2 Interface, Application, and Design
By William R. Sherman and Alan B. Craig

Publication Date: 29 Nov 2018

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.

Key Features

  • 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 fields
  • Provides (via a companion website) additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system
  • Includes updated perception material and new sections on game engines, optical tracking, VR visual interface software, and a new glossary with pictures
About the author
By William R. Sherman, Technical Director, Center for Advanced Visualization, Computation and Modeling, Desert Research Institute, USA and Alan B. Craig, Senior Associate Director, Associate Director for Human Computer Interaction, University of Illinois at Urbana-Champaign, USA
Book details
ISBN: 9780128183991
Page Count: 938
Retail Price : £93.99
  • Craig and Sherman, Developing Virtual Reality Applications, 9780123749437, Jul 2009, 448pp, $98.95
  • Craig, Understanding Augmented Reality, 9780240824086, Jun 2013, $59.95
  • Pharr, Physically Based Rendering 2e, 9780123750792, Jan 2010, 1200 pp, $103.00

Advanced undergraduates and graduate students studying virtual reality in a variety of disciplines, including computer science, engineering, medicine, etc.; Professionals interested in Virtual Reality from such fields as computer graphics, engineering, science, education, and art