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  • A Hitchhiker's Guide to Virtual Reality

    A Hitchhiker's Guide to Virtual Reality by McMenemy, Karen; Ferguson, Robin Stuart;

      • GET 20% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice GBP 110.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        55 671 Ft (53 020 Ft + 5% VAT)
      • Discount 20% (cc. 11 134 Ft off)
      • Discounted price 44 537 Ft (42 416 Ft + 5% VAT)

    55 671 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Short description:

    A Hitchhiker's Guide to Virtual Reality brings together under one cover all the aspects of graphics, video, audio, and haptics that have to work together to make virtual reality a reality

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    Long description:

    A Hitchhiker's Guide to Virtual Reality brings together under one cover all the aspects of graphics, video, audio, and haptics that have to work together to make virtual reality a reality. Like any good guide, it reveals the practical things you need to know, from the viewpoint of authors who have been there. This two-part guide covers the science, technology, and mathematics of virtual reality and then details its practical implementation. The first part looks at how the interface between human senses and technology works to create virtual reality, with a focus on vision, the most important sense in virtual reality. The second part of the book is tightly integrated with an accompanying CD, which contains the programs for more than 30 virtual reality projects, ranging in scope from a tool that simulates virtual sculpting to a suite of software for the control of a four-projector immersive virtual environment.

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    Table of Contents:

    I What, Why and How, 2 The Human Senses and VR, 3 Applications and Implications of VR, 4 Building a Practical VR System, 5 Describing and Storing the VR World, 7 The Rendering Pipeline, 8 Computer Vision in VR, 10 Stereopsis, 11 Navigation and Movement in VR

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