341,18 €
379,09 €
-10% with code: EXTRA
Virtual Reality and Augmented Reality
Virtual Reality and Augmented Reality
341,18
379,09 €
  • We will send in 10–14 business days.
Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing so…
379.09
  • Publisher:
  • Year: 2018
  • Pages: 370
  • ISBN-10: 1786301059
  • ISBN-13: 9781786301055
  • Format: 15.5 x 23.9 x 2.5 cm, kieti viršeliai
  • Language: English
  • SAVE -10% with code: EXTRA

Virtual Reality and Augmented Reality (e-book) (used book) | bookbook.eu

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Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.

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  • Publisher:
  • Year: 2018
  • Pages: 370
  • ISBN-10: 1786301059
  • ISBN-13: 9781786301055
  • Format: 15.5 x 23.9 x 2.5 cm, kieti viršeliai
  • Language: English English

Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.

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