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Virtual Reality Technology - 3rd Edition by Grigore C Burdea & Philippe Coiffet (Hardcover)

Virtual Reality Technology - 3rd Edition by  Grigore C Burdea & Philippe Coiffet (Hardcover) - 1 of 1
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About this item

Highlights

  • Thorough overview of virtual reality technology fundamentals and latest advances, with coverage of hardware, software, human factors and applications, plus companion Laboratory Manual in Unity 3D.
  • About the Author: GRIGORE C. BURDEA is Professor Emeritus at Rutgers, the State University of New Jersey; he is author of several books on virtual reality and recipient of the prestigious IEEE Virtual Reality Career Award.
  • 736 Pages
  • Computers + Internet, Virtual Worlds

Description



About the Book



"Gamma-ray spectrometry is a key technique in the study of the decay of radioactive materials. Used by scientists from a wide range of disciplines, it measures radioactivity for assay and for environmental monitoring purposes. Natural sources come from atmospheric interactions such as cosmic ray sources and artificial sources come from nuclear reactors and high energy physics experiments"--



Book Synopsis



Thorough overview of virtual reality technology fundamentals and latest advances, with coverage of hardware, software, human factors and applications, plus companion Laboratory Manual in Unity 3D.

The Third Edition of the first comprehensive technical book on the subject of virtual reality, Virtual Reality Technology, provides updated and expanded coverage of VR technology, including where it originated, how it has evolved, and where it is going. Its primary objective is to be a complete, up-to-date textbook, as well as a source of information on a rapidly developing field of science and technology with broad societal impact.

The two highly qualified authors cover all of the latest innovations and applications that are making virtual reality more important than ever before. Unlike other books on the subject, the book also includes a chapter on Human Factors, which are very important in designing technology around the human user.

Virtual Reality Technology provides Instructors with a website-accessible Laboratory Manual using the Unity 3D game engine and programming language. Unity 3D is the preferred VR language these days and will prepare the student for the VR gaming and mobile applications industry. For universities Unity 3D is cost-effective as its student license is freely available.

With comprehensive coverage of the subject, Virtual Reality Technology discusses sample topics such as:

  • Input and output interfaces, including holographic displays, foveated head-mounted displays, neural interfaces, haptic and olfactory feedback
  • Computing architecture, with emphasis on the rendering pipeline, the graphics processing unit and distributed/edge rendering
  • Object modeling, including physical and behavioral aspects, Artificial Intelligence controlled characters, and model management techniques
  • Programming toolkits for virtual reality and the game production pipeline
  • Human factors issues such as user performance and sensorial conflict, cybersickness and societal impact aspects of VR
  • Application examples in medical education, virtual rehabilitation, virtual heritage, gaming, and military use of virtual reality.

Virtual Reality Technology provides thorough and complete coverage of an in-demand sector of technology, making it a highly valuable resource for undergraduate and graduate students in computer science, engineering, and science, along with a variety of professionals across many different industries, including but not limited to engineering, gaming, healthcare, and defense.



From the Back Cover



Thorough overview of virtual reality technology fundamentals and latest advances, with coverage of hardware, software, human factors and applications, plus companion Laboratory Manual in Unity 3D.

The Third Edition of the first comprehensive technical book on the subject of virtual reality, Virtual Reality Technology, provides updated and expanded coverage of VR technology, including where it originated, how it has evolved, and where it is going. Its primary objective is to be a complete, up-to-date textbook, as well as a source of information on a rapidly developing field of science and technology with broad societal impact.

The two highly qualified authors cover all of the latest innovations and applications that are making virtual reality more important than ever before. Unlike other books on the subject, the book also includes a chapter on Human Factors, which are very important in designing technology around the human user.

Virtual Reality Technology provides Instructors with a website-accessible Laboratory Manual using the Unity 3D game engine and programming language. Unity 3D is the preferred VR language these days and will prepare the student for the VR gaming and mobile applications industry. For universities Unity 3D is cost-effective as its student license is freely available.

With comprehensive coverage of the subject, Virtual Reality Technology discusses sample topics such as:

  • Input and output interfaces, including holographic displays, foveated head-mounted displays, neural interfaces, haptic and olfactory feedback
  • Computing architecture, with emphasis on the rendering pipeline, the graphics processing unit and distributed/edge rendering
  • Object modeling, including physical and behavioral aspects, Artificial Intelligence controlled characters, and model management techniques
  • Programming toolkits for virtual reality and the game production pipeline
  • Human factors issues such as user performance and sensorial conflict, cybersickness and societal impact aspects of VR
  • Application examples in medical education, virtual rehabilitation, virtual heritage, gaming, and military use of virtual reality.

Virtual Reality Technology provides thorough and complete coverage of an in-demand sector of technology, making it a highly valuable resource for undergraduate and graduate students in computer science, engineering, and science, along with a variety of professionals across many different industries, including but not limited to engineering, gaming, healthcare, and defense.



Review Quotes




"...Virtual Reality Technology, 3rd Edition by Grigore C. Burdea and Philippe Coiffet is an authoritative and comprehensive textbook on virtual reality (VR), its technological components, and its applications. This third edition builds upon its predecessors by incorporating significant advancements in VR technology, providing an in-depth overview into both theoretical foundations and practical applications. The book is structured to cover a wide array of topics relevant to VR technology including, but not limited to, Input and Output Devices (e.g., trackers, gesture-based inputs, neural interfaces, 3D sound systems, haptic feedback tools); Computing Architectures for VR (i.e., hardware and software architectures necessary to support VR environments); Modeling Virtual Environments (e.g., creation of virtual worlds, design and programming principles that underpin VR applications); and Applications and Human Factors..." (Barnes & Noble, 2024). Please read the full review on the book's Barnes & Noble page!

Review of Virtual Reality Technology, 3rd Edition By Professor Paul Richard, University of Angers, France. The first and second editions of "Virtual Reality Technology" (Grigore Burdea and Philippe Coiffet) have established themselves as reference works for both teaching and research laboratories. Given the rapid evolution of this field over the last few years, a third edition was long overdue. This third edition has the potential to attract a varied audience in many fields of application, including students, teachers and researchers interested in using and developing innovative projects based on immersive visualization and 3D interaction. Virtual Reality Technology (3rd edition) covers highly relevant topics such as input and output interfaces used in virtual reality, computer architecture dedicated to virtual reality, 3D object modeling, artificial intelligence-controlled characters, model management techniques, programming tools for virtual reality and the game production pipeline. Human factors and user performance issues, cybersickness and aspects of the societal impact of VR are also covered. Many applications in the fields of education, rehabilitation, video games and defense are cited and analyzed. The introductory chapter is highly relevant. Indeed, it traces the history of VR and goes back over the fundamental definitions of this technology, mentions the first systems, but also speculates on growth trends and the technology's potential. Chapter 2 deals with input device aspects, systems and techniques used for motion capture. Next, systems developed for navigation and manipulation of virtual objects are described, analyzed and compared. The chapter concludes with a look at neural interfaces. Chapter 3 deals with graphics interfaces. It begins with a description of the human visual system, then presents the characteristics of the various virtual reality headsets and holographic displays. Chapter 4 deals with other output interfaces, such as sound immersion devices, olfactory feedback systems and haptic interfaces. Chapter 5 covers computer platforms and architectures specific to virtual reality systems. The various rendering pipelines are defined and compared, and the haptic pipeline is discussed. The chapter concludes with some very interesting aspects concerning distributed architectures and the use of networks and remote servers. Chapter 6 is dedicated to modeling and animation techniques. The authors explain the difference between the various modeling techniques, their use and advantages, including polygon-based models as well as the principles of physical modeling, behavioral modeling and model management. Chapter 7 deals with programming virtual reality applications. It offers excellent explanations of the main limitations, advantages and peculiarities of some of the programming languages in use today. Various development tools are presented and compared, while the stages of producing a videogame are discussed at length. Chapter 8 examines the fundamental aspects of human factors. It explains how experiments should be carried out. Some very interesting experiments are presented and analyzed. Fundamental aspects of health and safety are presented. The chapter concludes with a discussion of the social implications of virtual reality, and in particular the implications for professional and personal life. The final chapter is devoted to applications. It covers a wide range of applications in the medical field, education and vocational training. The military field is also covered, with the presentation of various infantry, aviation and naval simulators. To help professors use this textbook to teach Virtual Reality, the book has a Laboratory Manual (Unity 3D) and several sample lecture presentations (PPT). This book is undoubtedly an indispensable tool for students, researchers and professors working or wishing to work in the field of virtual reality. It traces the history of the field, presents its current state, and provides guidelines for researchers and developers of new projects. One of the most interesting and relatively uncovered coverage concerns neural interfaces, which may constitute the future of the fast-changing field. Review of Virtual Reality Technology, 3rd Edition

By Professor Paul Richard, University of Angers, France.

The first and second editions of "Virtual Reality Technology" (Grigore Burdea and Philippe Coiffet) have established themselves as reference works for both teaching and research laboratories. Given the rapid evolution of this field over the last few years, a third edition was long overdue. This third edition has the potential to attract a varied audience in many fields of application, including students, teachers and researchers interested in using and developing innovative projects based on immersive visualization and 3D interaction. Virtual Reality Technology (3rd edition) covers highly relevant topics such as input and output interfaces used in virtual reality, computer architecture dedicated to virtual reality, 3D object modeling, artificial intelligence-controlled characters, model management techniques, programming tools for virtual reality and the game production pipeline. Human factors and user performance issues, cybersickness and aspects of the societal impact of VR are also covered. Many applications in the fields of education, rehabilitation, video games and defense are cited and analyzed. The introductory chapter is highly relevant. Indeed, it traces the history of VR and goes back over the fundamental definitions of this technology, mentions the first systems, but also speculates on growth trends and the technology's potential. Chapter 2 deals with input device aspects, systems and techniques used for motion capture. Next, systems developed for navigation and manipulation of virtual objects are described, analyzed and compared. The chapter concludes with a look at neural interfaces. Chapter 3 deals with graphics interfaces. It begins with a description of the human visual system, then presents the characteristics of the various virtual reality headsets and holographic displays. Chapter 4 deals with other output interfaces, such as sound immersion devices, olfactory feedback systems and haptic interfaces. Chapter 5 covers computer platforms and architectures specific to virtual reality systems. The various rendering pipelines are defined and compared, and the haptic pipeline is discussed. The chapter concludes with some very interesting aspects concerning distributed architectures and the use of networks and remote servers.

Chapter 6 is dedicated to modeling and animation techniques. The authors explain the difference between the various modeling techniques, their use and advantages, including polygon-based models as well as the principles of physical modeling, behavioral modeling and model management. Chapter 7 deals with programming virtual reality applications. It offers excellent explanations of the main limitations, advantages and peculiarities of some of the programming languages in use today. Various development tools are presented and compared, while the stages of producing a videogame are discussed at length. Chapter 8 examines the fundamental aspects of human factors. It explains how experiments should be carried out. Some very interesting experiments are presented and analyzed. Fundamental aspects of health and safety are presented. The chapter concludes with a discussion of the social implications of virtual reality, and in particular the implications for professional and personal life.

The final chapter is devoted to applications. It covers a wide range of applications in the medical field, education and vocational training. The military field is also covered, with the presentation of various infantry, aviation and naval simulators. To help professors use this textbook to teach Virtual Reality, the book has a Laboratory Manual (Unity 3D) and several sample lecture presentations (PPT). This book is undoubtedly an indispensable tool for students, researchers and professors working or wishing to work in the field of virtual reality. It traces the history of the field, presents its current state, and provides guidelines for researchers and developers of new projects. One of the most interesting and relatively uncovered coverage concerns neural interfaces, which may constitute the future of the fast-changing field.



About the Author



GRIGORE C. BURDEA is Professor Emeritus at Rutgers, the State University of New Jersey; he is author of several books on virtual reality and recipient of the prestigious IEEE Virtual Reality Career Award. Burdea is Fellow of the IEEE Virtual Reality Academy and Founder of the International Society on Virtual Rehabilitation.

PHILIPPE COIFFET was Director of Research at the French National Scientific Research Center and Member of the National Academy for Technology of France. He authored 20 books on robotics and virtual reality, which have been translated into several languages.

Dimensions (Overall): 9.0 Inches (H) x 6.0 Inches (W) x 1.56 Inches (D)
Weight: 2.53 Pounds
Suggested Age: 22 Years and Up
Sub-Genre: Virtual Worlds
Genre: Computers + Internet
Number of Pages: 736
Publisher: Wiley-IEEE Press
Format: Hardcover
Author: Grigore C Burdea & Philippe Coiffet
Language: English
Street Date: September 11, 2024
TCIN: 93274387
UPC: 9781118014806
Item Number (DPCI): 247-00-3479
Origin: Made in the USA or Imported
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Shipping details

Estimated ship dimensions: 1.56 inches length x 6 inches width x 9 inches height
Estimated ship weight: 2.53 pounds
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