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Published by LAP LAMBERT Academic Publishing, 2024
ISBN 10: 6208119057 ISBN 13: 9786208119058
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Published by LAP LAMBERT Academic Publishing, 2024
ISBN 10: 6208119057 ISBN 13: 9786208119058
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Published by LAP LAMBERT Academic Publishing, 2024
ISBN 10: 6208119057 ISBN 13: 9786208119058
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Published by LAP LAMBERT Academic Publishing, 2024
ISBN 10: 6208119057 ISBN 13: 9786208119058
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Published by LAP LAMBERT Academic Publishing, 2024
ISBN 10: 6208119057 ISBN 13: 9786208119058
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Published by LAP LAMBERT Academic Publishing Sep 2024, 2024
ISBN 10: 6208119057 ISBN 13: 9786208119058
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Taschenbuch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware 52 pp. Englisch.
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Published by LAP LAMBERT Academic Publishing, 2024
ISBN 10: 6208119057 ISBN 13: 9786208119058
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Published by LAP LAMBERT Academic Publishing Sep 2024, 2024
ISBN 10: 6208119057 ISBN 13: 9786208119058
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Taschenbuch. Condition: Neu. This item is printed on demand - Print on Demand Titel. Neuware -This book provides an overview of 'Virtual Reality (VR)', explaining that it creates simulated environments through computer technology, enabling users to interact as though the world were real. It covers VR's applications, including entertainment, education, and professional uses like medical training and military simulations. The abstract also introduces 'Augmented Reality (AR)', which blends digital elements with the real world, offering examples like Snapchat filters. It discusses the devices that enable VR and AR, such as headsets (e.g., Oculus Rift, HTC Vive) and gloves with sensors, predicting the future integration of smart glasses with other digital devices.VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 52 pp. Englisch.
Language: English
Published by LAP LAMBERT Academic Publishing, 2024
ISBN 10: 6208119057 ISBN 13: 9786208119058
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Taschenbuch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - This book provides an overview of 'Virtual Reality (VR)', explaining that it creates simulated environments through computer technology, enabling users to interact as though the world were real. It covers VR's applications, including entertainment, education, and professional uses like medical training and military simulations. The abstract also introduces 'Augmented Reality (AR)', which blends digital elements with the real world, offering examples like Snapchat filters. It discusses the devices that enable VR and AR, such as headsets (e.g., Oculus Rift, HTC Vive) and gloves with sensors, predicting the future integration of smart glasses with other digital devices.