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Home > Science, Technology & Agriculture > Electronics and communications engineering > Electronics engineering > Virtual and Augmented Reality: Fundamentals and Applications(Wiley Series in Display Technology)
Virtual and Augmented Reality: Fundamentals and Applications(Wiley Series in Display Technology)

Virtual and Augmented Reality: Fundamentals and Applications(Wiley Series in Display Technology)


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About the Book

A COMPREHENSIVE AND AUTHORITATIVE GUIDE TO THE FOUNDATIONS, TECHNOLOGIES, AND TRANSFORMATIVE APPLICATIONS OF VIRTUAL AND AUGMENTED REALITY.

Virtual and Augmented Reality: Fundamentals and Applications presents an in-depth exploration of the core principles, enabling technologies, and real-world use cases of VR and AR. Designed for use as both a textbook and a professional reference, it offers a rigorous and structured foundation for students, researchers, engineers, and industry practitioners alike.

Grounded in neuroscience and computational perception, the text takes readers from first principles to advanced topics in immersive system architecture and experience design. It emphasizes human-centered systems and multisensory engagement, covering vision, hearing, balance, touch, and smell, along with natural interaction modalities such as gesture, voice, gaze, facial expressions, and direct brain interfaces.

Key features include:

  • Foundations of human sensory perception and their technological counterparts in immersive systems
  • Advances in 3D graphics, high-fidelity display technologies, spatial audio, computer vision, and motion tracking
  • Multimodal interaction and semantic understanding powered by artificial intelligence
  • System design and usability considerations for end-to-end VR and AR platforms
  • Case studies spanning entertainment, healthcare, education, workforce training, virtual tourism, e-commerce, and more

Authored by a leading innovator in immersive technologies, this book is ideal for advanced instruction and serves as an essential reference for those shaping the future of virtual and augmented reality.



Table of Contents:

Series Editor's Foreword xxiii
About the Author xxv
Preface xxvii
Acknowledgments xxix

Section 1 Overview and Evolution 1

1 Overview of Virtual and Augmented Reality: Toward Immersive and Interactive Experiences 3
1.1 Introduction 3
1.2 Key Concepts in Immersive Technologies 4
1.3 Multisensory Immersion and Interaction 7
1.4 Goals of the Book 9
1.5 Overview of the Structure and Content 10
1.6 Conclusion 12

2 The Evolution of Virtual and Augmented Reality: Accomplishments and Challenges 17
2.1 Introduction 17
2.2 Virtual and Augmented Reality in Science Fiction 18
2.3 The Early Concepts Through to the 1950s and 1960s 22
2.4 The 1980s and 1990s: Commercial Exploration 27
2.5 The 2000s: Expansion into New Fields 31
2.6 The 2010s: Technological Innovations and Mainstream Adoption 33
2.7 The 2020s: Integration, Convergence, and Pushing the Frontiers 40
2.8 Challenges and Limitations 45
2.9 Summary 49

Section 2 Sensory-Perceptual Immersion 57

3 Visual Immersion: Foundations of Human Vision 59
3.1 Introduction 59
3.2 Anatomy of the Human Eye 60
3.3 Visual Information Processing in the Brain 64
3.4 Field of View (FOV) for Human Vision 66
3.5 Perception of Depth and Space 67
3.6 Motion Perception 72
3.7 Color Vision 73
3.8 Brightness and Contrast Perception 74
3.9 Summary 76

4 Visual Immersion: Displays and Optics 79
4.1 Introduction 79
4.2 Display System Configurations 80
4.3 Key Attributes of Displays for VR and AR 84
4.4 Display Technologies 89
4.5 Optics for VR and AR Systems 102
4.6 Advanced Topics and Future Trends 107
4.7 Summary 112

5 Visual Immersion: Creating Virtual Worlds with 3D Graphics 119
5.1 Introduction 119
5.2 Fundamentals of Graphics in VR and AR 121
5.3 Rendering Pipeline 124
5.4 Animation and Motion 140
5.5 Advanced 3D Graphics Techniques 142
5.6 Computational Hardware and Software Tools 147
5.7 Future Trends and Innovations 153
5.8 Summary 154

6 Visual Immersion: Understanding and Augmenting the World with Computer Vision 161
6.1 Introduction 161
6.2 Fundamentals of Computer Vision 162
6.3 3D Reconstruction 181
6.4 Augmenting the Reality: Overlaying Virtual on Real 182
6.5 Summary 189

7 Auditory Immersion: Spatial Sound and 3D Audio 195
7.1 Introduction 195
7.2 Basic Principles of Sound Waves 196
7.3 Fundamentals of Human Auditory Perception 198
7.4 Sound Technologies in Virtual and Augmented Reality 210
7.5 Summary 223

8 Vestibular Immersion: Motion Sensing and Stimulation 231
8.1 Introduction 231
8.2 The Human Vestibular System 233
8.3 Creating Vestibular Immersion 236
8.4 Motion Tracking Techniques 237
8.5 Technologies for Vestibular Stimulation 253
8.6 Summary 262

9 Somatosensory Immersion: Touch and Haptic Feedback 273
9.1 Introduction 273
9.2 Physiology of Somatosensory Perception 275
9.3 Haptic Feedback for Immersive Systems 279
9.4 Designing Haptic Feedback Systems 292
9.5 Applications of Haptic Feedback Technologies 295
9.6 Summary 297

10 Olfactory Immersion: Smell Simulation 303
10.1 Introduction 303
10.2 Basics of Olfactory Perception 304
10.3 Enhancing Virtual Experiences with Olfactory Feedback 308
10.4 User Experience Considerations 311
10.5 Future Directions and Innovations 316
10.6 Summary 319

11 Multisensory Integration: Creating Unified Immersive Experiences 325
11.1 Introduction 325
11.2 Foundations of Multisensory Integration 326
11.3 Challenges in Multisensory Integration 332
11.4 Synchronization Across Modalities 334
11.5 Applications of Multisensory Integration 338
11.6 Summary 341

Section 3 Human Inputs and Interactions 349

12 Hand Gesture Recognition: Intuitive Interfaces 351
12.1 Introduction 351
12.2 Physiology of the Human Hand and Gesture Categories 352
12.3 Fundamentals of Hand Gesture Tracking 355
12.4 Gesture Tracking System Architectures 357
12.5 Key Components of Gesture Tracking Systems 360
12.6 Gesture Recognition Algorithms 364
12.7 Applications of Hand Gesture Tracking 371
12.8 Challenges and Limitations 374
12.9 Future Trends and Research Directions 375
12.10 Summary 376

13 Eye-Gaze Tracking: Enabling Adaptive Interactions 385
13.1 Introduction 385
13.2 Physiology of Eye Movement 386
13.3 Types of Eye-Gaze Tracking Systems 390
13.4 Technologies and Methods 391
13.5 Calibration and Accuracy 396
13.6 Integration with VR and AR Systems 399
13.7 Applications of Eye-Gaze Tracking in VR and AR 403
13.8 Challenges and Limitations 405
13.9 Future Trends and Research Directions 406
13.10 Summary 407

14 Speech Recognition: Voice as a Natural Input Modality 415
14.1 Introduction 415
14.2 Fundamentals of Voice Recognition 416
14.3 Types of Voice Recognition Systems 420
14.4 Technologies and Methods 421
14.5 Integration with VR and AR Systems 437
14.6 Applications of Speech Recognition in VR and AR 438
14.7 Challenges and Limitations 440
14.8 Future Directions 442
14.9 Summary 443

15 Facial Expression Recognition: Avatars and Emotional Presence 451
15.1 Introduction 451
15.2 Physiology of the Human Facial Expression 452
15.3 Technologies for Facial Expression Tracking 454
15.4 Real-Time Expression Rendering in Avatars 460
15.5 Personalization and User Representation 464
15.6 Impact on Immersion and Presence 466
15.7 Challenges and Limitations 467
15.8 Summary 469

16 Brain–Computer Interfaces: Direct Neural Interactions 477
16.1 Introduction 477
16.2 BCI Principles and Systems 478
16.3 Hardware Components 484
16.4 Software Components 487
16.5 BCI Applications 491
16.6 Challenges and Limitations 494
16.7 Future Trends and Research Directions 495
16.8 Summary 496

17 Multimodal Interactions: Bridging Inputs for Holistic Experiences 503
17.1 Introduction 503
17.2 The Case for Multimodal Interactions 504
17.3 Principles of Multimodal System Design 506
17.4 Combining Interaction Modalities 508
17.5 Key Technologies for Multimodal Systems 511
17.6 Applications of Multimodal Interactions 512
17.7 Challenges in Multimodal Integration 514
17.8 Future Directions 516
17.9 Summary 517

Section 4 Systems and Applications 525

18 System Architectures and Designs: Integration Challenges 527
18.1 Introduction 527
18.2 Integration Challenges and Usability Considerations 528
18.3 Designing for Scalability and Collaboration 538
18.4 Case Studies in System Integration 539
18.5 Summary 542

19 Applications of Virtual and Augmented Reality: Innovating Across Industries 549
19.1 Introduction 549
19.2 Healthcare and Medicine 550
19.3 Education and Training 553
19.4 Enterprise and Industrial Applications 555
19.5 Entertainment and Media 559
19.6 Retail and E-Commerce 562
19.7 Military and Defense 565
19.8 Arts, Culture, and Tourism 568
19.9 Summary 572

Section 5 Reflections and Outlook 587

20 Accessibility and Inclusivity: Designing Safe and Equitable Systems 589
20.1 Introduction 589
20.2 Principles of Accessible and Inclusive Design 590
20.3 Accessibility Features in Virtual and Augmented Reality Systems 592
20.4 Inclusivity in Multicultural and Global Contexts 600
20.5 Ethical Considerations and User Safety 602
20.6 Summary 606

21 The Simulation Hypothesis: Are We Already Living in a Virtual World? 615
21.1 Introduction 615
21.2 Origins and Theoretical Foundations 616
21.3 Technological Feasibility 617
21.4 Supports and Counterarguments 618
21.5 Societal Implications 620
21.6 Cultural and Psychological Impact 621
21.7 Future Directions and Research 622
21.8 Summary 622

22 Toward the Future: Emerging Directions in Virtual and Augmented Reality 627
22.1 Introduction 627
22.2 Technology Trends Shaping the Future 628
22.3 Expanding Applications 629
22.4 Human-Centric Designs 631
22.5 Challenges and Research Opportunities 632
22.6 The Broader Societal and Cultural Impact 634
22.7 A Vision for the Future 635
22.8 Summary 636

Index 639



About the Author :

ACHINTYA K. BHOWMIK, PHD, is Chief Technology Officer at Starkey, a global leader in hearing technology and sensory augmentation, and an Adjunct Professor at Stanford University, where he teaches human-computer interaction and intelligent systems. Previously, he led pioneering work in 3D sensing and perceptual computing at Intel. Dr. Bhowmik is a Fellow of the IEEE, SID, AAIA, and AIIA, and his innovations have been recognized with numerous honors, including TIME’s Best Inventions and the Red Dot Design Award. He has authored over 200 publications and multiple books on immersive and interactive technologies.


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Product Details
  • ISBN-13: 9781119615927
  • Publisher: John Wiley & Sons Inc
  • Publisher Imprint: John Wiley & Sons Inc
  • Height: 244 mm
  • No of Pages: 656
  • Series Title: Wiley Series in Display Technology
  • Width: 170 mm
  • ISBN-10: 1119615925
  • Publisher Date: 26 Feb 2026
  • Binding: Hardback
  • Language: English
  • Returnable: N
  • Sub Title: Fundamentals and Applications


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