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Books in VR on the Job: Understanding Virtual and Augmented Reality series

  • Using VR in Medicine

    Cathleen Small

    Paperback (Cavendish Square, July 15, 2019)
    Medicine is an ever-changing field in which new treatments and diagnostic techniques are introduced constantly. With the increased use of virtual and augmented reality, surgeons have the capacity to "see" into a patient's body before even making a single cut. Medical students can learn the field by practicing risk-free on virtual patients in a 3D environment. Psychiatrists can treat conditions such as post-traumatic stress disorder without the increased use of pharmaceuticals. This book explains both virtual and augmented reality while also showcasing the latest, cutting-edge applications of these technologies in the medical field. Readers will also learn how they can pursue a career using these technologies to benefit patients.
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  • Using VR in the Military

    Jeri Freedman

    Paperback (Cavendish Square, July 15, 2019)
    One of the most exciting developments in military technology is the application of virtual and augmented reality. Beginning with the use of flight simulators for training, the application of these technologies has advanced to the use of augmented reality headsets to superimpose topographical information from remote drones on soldiers' view of the battlefield. This book explains the nature of augmented and virtual reality, a history of their uses in the military, a discussion of current uses, and a look at the technology's possible applications in the future. It also provides advice for students who are interested in pursuing a career in this field on how to best develop useful skillsets.
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  • Using VR in Gaming

    Cathleen Small

    Paperback (Cavendish Square, July 15, 2019)
    For many, the idea of a career that incorporates their passion is tantalizing. For avid gamers, this dream is becoming a reality. Since virtual and augmented reality technologies are still relatively new to the gaming world, jobs related to software and hardware development and the management of users' experiences are exploding. This book takes readers on a journey from the beginnings of virtual and augmented reality in games all the way to current, cutting-edge augmented and virtual reality gaming technologies, with a special focus on how interested students can look toward a career in this exciting field.
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  • Using VR in Engineering

    Sara Chuirazzi

    Paperback (Cavendish Square, July 15, 2019)
    In the 1960s, electrical engineer and computer scientist Ivan Sutherland's work at the University of Utah resulted in a head-mounted 3D computer display. It was one of the earliest virtual reality-associated technologies. The tech has since progressed to offer everything from headsets to smart glasses to fully immersive virtual reality experiences, all of which aid engineers in efficiently modeling prototypes, streamlining design technology, and approaching other initiatives with increased ease and capability. Readers will learn about the history of virtual and augmented reality in engineering, related career paths, and the development and expansion of practical applications in recent years.
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  • Using VR in the Military

    Jeri Freedman

    Library Binding (Cavendish Square, July 15, 2019)
    One of the most exciting developments in military technology is the application of virtual and augmented reality. Beginning with the use of flight simulators for training, the application of these technologies has advanced to the use of augmented reality headsets to superimpose topographical information from remote drones on soldiers' view of the battlefield. This book explains the nature of augmented and virtual reality, a history of their uses in the military, a discussion of current uses, and a look at the technology's possible applications in the future. It also provides advice for students who are interested in pursuing a career in this field on how to best develop useful skillsets.
    V
  • Using VR in Engineering

    Sara Chuirazzi

    Library Binding (Cavendish Square, July 15, 2019)
    In the 1960s, electrical engineer and computer scientist Ivan Sutherland's work at the University of Utah resulted in a head-mounted 3D computer display. It was one of the earliest virtual reality-associated technologies. The tech has since progressed to offer everything from headsets to smart glasses to fully immersive virtual reality experiences, all of which aid engineers in efficiently modeling prototypes, streamlining design technology, and approaching other initiatives with increased ease and capability. Readers will learn about the history of virtual and augmented reality in engineering, related career paths, and the development and expansion of practical applications in recent years.
    V
  • Using VR in Gaming

    Cathleen Small

    Library Binding (Cavendish Square, July 15, 2019)
    For many, the idea of a career that incorporates their passion is tantalizing. For avid gamers, this dream is becoming a reality. Since virtual and augmented reality technologies are still relatively new to the gaming world, jobs related to software and hardware development and the management of users' experiences are exploding. This book takes readers on a journey from the beginnings of virtual and augmented reality in games all the way to current, cutting-edge augmented and virtual reality gaming technologies, with a special focus on how interested students can look toward a career in this exciting field.
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  • VR on the Job Understanding Virtual and Augmented Reality

    Sara Chuirazzi, Cathleen Small, Jeri Freedman

    Library Binding (Cavendish Square, Aug. 15, 2019)
    This career-oriented series explores the emerging roles of virtual and augmented reality in the workplace. Examining how these technologies are used in specific fields this set offers brief overviews of existing jobs as well as what's expected for the future. Students will learn about programming and resources that can help them further cultivate skills necessary for jobs in the field, including hobbies and educational opportunities that will strengthen their knowledge. Additionally, this set presents readers with the chance to weigh the cultural, social, and economic implications of these technologies and the ever-evolving influence of virtual and augmented reality in different fields. Features include: Sidebars that further explore the impact of virtual and augmented reality and suggest ways of further involvement and engagement for students. Color photographs that engage readers and further explain the accompanying text. Students will understand the positive and negative social, cultural, and economic impacts of virtual and enhanced reality, in alignment with CSTA Computer Science Standards.
  • Using VR in Medicine

    Cathleen Small

    Library Binding (Cavendish Square, July 15, 2019)
    Medicine is an ever-changing field in which new treatments and diagnostic techniques are introduced constantly. With the increased use of virtual and augmented reality, surgeons have the capacity to "see" into a patient's body before even making a single cut. Medical students can learn the field by practicing risk-free on virtual patients in a 3D environment. Psychiatrists can treat conditions such as post-traumatic stress disorder without the increased use of pharmaceuticals. This book explains both virtual and augmented reality while also showcasing the latest, cutting-edge applications of these technologies in the medical field. Readers will also learn how they can pursue a career using these technologies to benefit patients.
    V
  • VR on the Job Understanding Virtual and Augmented Reality: Using VR in the Military / Using VR in Gaming / Using VR in Engineering / Using VR in Medicine

    Jeri Freedman, Cathleen Small, Sara Chuirazzi

    Paperback (Cavendish Square, Aug. 15, 2019)
    This career-oriented series explores the emerging roles of virtual and augmented reality in the workplace. Examining how these technologies are used in specific fields this set offers brief overviews of existing jobs as well as what's expected for the future. Students will learn about programming and resources that can help them further cultivate skills necessary for jobs in the field, including hobbies and educational opportunities that will strengthen their knowledge. Additionally, this set presents readers with the chance to weigh the cultural, social, and economic implications of these technologies and the ever-evolving influence of virtual and augmented reality in different fields. Features include: Sidebars that further explore the impact of virtual and augmented reality and suggest ways of further involvement and engagement for students. Color photographs that engage readers and further explain the accompanying text. Students will understand the positive and negative social, cultural, and economic impacts of virtual and enhanced reality, in alignment with CSTA Computer Science Standards.