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Virtual and Augmented Reality (VR/AR)

Foundations and Methods of Extended Realities (XR)

  • 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)

  1. Front Matter

    Pages i-x
  2. Introduction to Virtual and Augmented Reality

    • Ralf Doerner, Wolfgang Broll, Bernhard Jung, Paul Grimm, Martin Göbel, Rolf Kruse
    Pages 1-37
  3. Perceptual Aspects of VR

    • Ralf Doerner, Frank Steinicke
    Pages 39-70
  4. Virtual Worlds

    • Bernhard Jung, Arnd Vitzthum
    Pages 71-106
  5. VR/AR Input Devices and Tracking

    • Paul Grimm, Wolfgang Broll, Rigo Herold, Johannes Hummel, Rolf Kruse
    Pages 107-148
  6. VR/AR Output Devices

    • Wolfgang Broll, Paul Grimm, Rigo Herold, Dirk Reiners, Carolina Cruz-Neira
    Pages 149-200
  7. Interaction in Virtual Worlds

    • Ralf Doerner, Christian Geiger, Leif Oppermann, Volker Paelke, Steffi Beckhaus
    Pages 201-244
  8. Real-Time Aspects of VR Systems

    • Mathias Buhr, Thies Pfeiffer, Dirk Reiners, Carolina Cruz-Neira, Bernhard Jung
    Pages 245-289
  9. Augmented Reality

    • Wolfgang Broll
    Pages 291-329
  10. VR/AR Case Studies

    • Ralf Doerner, Alexander Tesch, Axel Hildebrand, Stephan Leenders, Tobias Tropper, Wilhelm Wilke et al.
    Pages 331-369
  11. Authoring of VR/AR Applications

    • Wolfgang Broll, Florian Weidner, Tobias Schwandt, Kai Weber, Ralf Doerner
    Pages 371-400
  12. Mathematical Foundations of VR/AR

    • Ralf Doerner
    Pages 401-412
  13. Back Matter

    Pages 413-429

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 whichto 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.

Editors and Affiliations

  • Department of Design, Computer Science, Media, RheinMain University of Applied Sciences, Wiesbaden, Germany

    Ralf Doerner

  • Department of Computer Science and Automation / Department for Economic Science and Media, Ilmenau University of Technology, Ilmenau, Germany

    Wolfgang Broll

  • Department of Media, Darmstadt University of Applied Sciences, Darmstadt, Germany

    Paul Grimm

  • Institute for Informatics, TU Bergakademie Freiberg, Freiberg, Germany

    Bernhard Jung

About the editors

Dr. Ralf Doerner is professor for Computer Graphics and Virtual Reality at RheinMain University of Applied Sciences in Wiesbaden, Germany. He has offered numerous courses in the field of VR/AR, has been responsible for public and industrial projects in this area, and has also written over 100 international scientific papers in this field.

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.

Bibliographic Information

Buy it now

Buying options

eBook USD 49.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 64.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access