To be published by Cambridge University Press? 2017. — 430 p. — Draft. November 30, 2016.
Virtual reality (VR) is a powerful technology that promises to change our lives unlike any other. By artificially stimulating our senses, our bodies become tricked into accepting another version of reality. VR is like a waking dream that could take place in a magical cartoon-like world, or could transport us to another part of the Earth or universe. It is the next step along a path that includes many familiar media, from paintings to movies to video games. We can even socialize with people inside of new worlds, either of which could be real or artificial. At the same time, VR bears the stigma of unkept promises. The hype and excitement has often far exceeded the delivery of VR experiences to match it, especially for people without access to expensive laboratory equipment. This was particularly painful in the early 1990s when VR seemed poised to enter mainstream use but failed to catch on (outside of some niche markets). Decades later, we are witnessing an exciting rebirth. The latest technological components, mainly arising from the smartphone industry, have enabled high-resolution, low-cost, portable VR headsets to provide compelling VR experiences. This has mobilized leading technology companies to invest billions of US dollars into growing a VR ecosystem that includes art, entertainment, enhanced productivity, and social networks. At the same time, a new generation of technologists is entering the field with fresh ideas. Online communities of hackers and makers, along with college students around the world, are excitedly following the rapid advances in VR and are starting to shape it by starting new companies, working to improve the technology, and making new kinds of experiences.
Bird's-Eye View
The Geometry of Virtual Worlds
Light and Optics
The Physiology of Human Vision
Visual Perception
Visual Rendering
Motion in Real and Virtual Worlds
Tracking
Interaction
Audio
Evaluating VR Systems and Experiences
Frontiers