Authors:
- Provides a popular scientific and technological view to the past and present of virtual reality (VR)
- Discusses possible futures of virtual worlds
- Explores the scientific, technological and social challenges of VR
- Presents the first empirical study about long-term usage of immersive technology
- Includes supplementary material: sn.pub/extras
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Table of contents (10 chapters)
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Front Matter
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The Past: Background and Motivation
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Front Matter
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The Present: Research and Development
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Front Matter
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The Future: Ethics and Responsibility
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Front Matter
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Back Matter
About this book
Using Ivan Sutherland's ‘The Ultimate Display’ and Moore’s law as a springboard, the author discusses both popular scientific and technological accounts of the past, present and possible futures of VR, looking at current research trends, developments, challenges and ethical considerations to the coming age of differing realities.
Being Really Virtual is for researchers, designers and developers of VR and immersive technologies and anyone with an interest in the exponential rise of such technologies and how they are changing the very way we perceive, interact and communicate within our digital society.
Authors and Affiliations
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Human-Computer Interaction Research Group, Department of Informatics, Universität Hamburg, Hamburg, Germany
Frank Steinicke
Bibliographic Information
Book Title: Being Really Virtual
Book Subtitle: Immersive Natives and the Future of Virtual Reality
Authors: Frank Steinicke
DOI: https://doi.org/10.1007/978-3-319-43078-2
Publisher: Springer Cham
eBook Packages: Computer Science, Computer Science (R0)
Copyright Information: Springer International Publishing Switzerland 2016
Hardcover ISBN: 978-3-319-43076-8Published: 01 November 2016
Softcover ISBN: 978-3-319-82732-2Published: 22 April 2018
eBook ISBN: 978-3-319-43078-2Published: 22 October 2016
Edition Number: 1
Number of Pages: XVIII, 166
Number of Illustrations: 11 b/w illustrations, 40 illustrations in colour
Topics: User Interfaces and Human Computer Interaction, Cognitive Psychology, Computer Graphics