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Books > Computing & IT > Applications of computing > Virtual reality
It can be tough to roll out a pre-configured environment if you don't know what you're doing. We'll show you how to streamline your service options with Docker, so that you can scale in an agile, responsive manner. Key Features Learn how to structure your own Docker containers Create and manage multiple configuration images Understand how to scale and deploy bespoke environments Book DescriptionMaking sure that your application runs across different systems as intended is quickly becoming a standard development requirement. With Docker, you can ensure that what you build will behave the way you expect it to, regardless of where it's deployed. By guiding you through Docker from start to finish (from installation, to the Docker Registry, all the way through to working with Docker Swarms), we'll equip you with the skills you need to migrate your workflow to Docker with complete confidence. What you will learn Learn to design and build containers for different kinds of applications Create a testing environment to identify issues that may cause production deployments to fail Discover how you can correctly structure and manage a multi-tier environment Run, debug, and experiment with example applications in Docker containers Who this book is forThis book is ideal for developers, system architects and site reliability engineers (SREs) who wish to adopt a Docker-based workflow for consistency, speed and isolation of system resources within their applications. You'll need to be comfortable working with the command line.
Learn how to use Unity 2018 by creating your very own 3D game while developing your essential skills Key Features Learn to create immersive 3D games and Virtual Reality experiences with Unity 2018 Build custom scripts to make your game characters interactive Explore and implement AritificiaI Intelligence techniques to bring your game to life Book Description The Unity game engine has revolutionized the gaming industry with its complete set of intuitive tools and rapid workflows, which can be used to create interactive 3D content. With Unity, you can scaffold your way from the basics and make make stunning interactive games. This book will guide you through the entire process of creating a 3D game, from downloading the Unity game engine to publishing your game. It not only gives you a strong foundation, but puts you on the path to game development. Beginning with an overview of the Unity engine and its interface, you will walk through the process of creating a game environment and learn how to use built-in assets, as well as assets created with third-party 3D modeling tools such as Blender. Moving on, you will create custom scripts to control non-player character behaviors and gameplay. You will master exciting concepts such as Heads-Up-Displays, mini-maps, game navigation, sound effects, and lighting effects. Next, you'll learn how to create your first VR experience, right from setting up the project to image effects. You'll be familiarized with all the tools that Unity has to offer to create your own immersive VR experiences. Each section is a stepping stone toward the completion of the final game. By the end of the book, you'll have learned advanced topics such as cross-platform considerations which enable your games to run on multiple platforms. What you will learn Set up your Unity development environment and navigate its tools Import and use custom assets and asset packages to add characters to your game Build a 3D game world with a custom terrain, water, sky, mountains, and trees Animate game characters, using animation controllers, and scripting Apply audio and particle effects to the game Create intuitive game menus and interface elements Customize your game with sound effects, shadows, lighting effects, and rendering options Debug code and provide smooth error handling Who this book is forIf you are an aspiring game developer interested in learning Unity 2018 and becoming familiar with its core features, then this book is for you. No prior knowledge of Unity is required.
Get to grips with HoloLens development as you create mixed reality apps from scratch About This Book * Create awesome Augmented Reality (AR) apps for the Microsoft HoloLens platform * Unleash the power of Unity SDK for HoloLens to create next generation AR apps * Explore the exciting world of gesture control, visual mapping, voice command for apps, and many more cutting edge possibilities with HoloLens Who This Book Is For This book is for developers who have some experience with programming in any of the major languages such as C#, C++, and so on. You do need any knowledge of Augmented Reality development. What You Will Learn * Extend the computing experience beyond the flat glass screen by placing and embedding virtual objects holograms) into the physical world * Interact with the holograms using gaze, gestures, and voice * Enhance the experience with spatial sound * Allow multiple users to naturally collaborate with each other * Integrate voice commands into your own HoloLens projects * Experiment with techniques to better understand the real world * Implement a user interface in Mixed Reality * Blend the virtual and physical world by making the holograms interact and react to the physical environment In Detail Are you a developer who is fascinated with Microsoft HoloLens and its capabilities? Do you want to learn the intricacies of working with the HoloLens SDK and create your own apps? If so, this is the book for you. This book introduces and demystifies the HoloLens platform and introduces new ways you can interact with computers (Mixed Reality). It will teach you the important concepts, get you excited about the possibilities, and give you the tools to continue exploring and experimenting. You will go through the journey of creating four independent examples throughout the book, two using DirectX and two using Unity. You will learn to implement spatial mapping and gesture control, incorporate spatial sound, and work with different types of input and gaze. You will also learn to use the Unity 5 SDK for HoloLens and create apps with it. Collectively, the apps explore the major concepts of HoloLens, but each app is independent, giving you the flexibility to choose where to start (and end). Style and approach This book takes an example-based approach where you'll build AR apps with increasing difficulty. You will learn more about HoloLens platform as well as AR app development in general.
Build exciting AR applications on mobile and wearable devices with Unity 3D, Vuforia, ARToolKit, Microsoft Mixed Reality HoloLens, Apple ARKit, and Google ARCore About This Book * Create unique AR applications from scratch, from beginning to end, with step-by-step tutorials * Use Unity 3D to efficiently create AR apps for Android, iOS, and Windows platforms * Use Vuforia, ARTookKit, Windows Mixed Reality, and Apple ARKit to build AR projects for a variety of markets * Learn best practices in AR user experience, software design patterns, and 3D graphics Who This Book Is For The ideal target audience for this book is developers who have some experience in mobile development, either Android or iOS. Some broad web development experience would also be beneficial. What You Will Learn * Build Augmented Reality applications through a step-by-step, tutorial-style project approach * Use the Unity 3D game engine with the Vuforia AR platform, open source ARToolKit, Microsoft's Mixed Reality Toolkit, Apple ARKit, and Google ARCore, via the C# programming language * Implement practical demo applications of AR including education, games, business marketing, and industrial training * Employ a variety of AR recognition modes, including target images, markers, objects, and spatial mapping * Target a variety of AR devices including phones, tablets, and wearable smartglasses, for Android, iOS, and Windows HoloLens * Develop expertise with Unity 3D graphics, UIs, physics, and event systems * Explore and utilize AR best practices and software design patterns In Detail Augmented Reality brings with it a set of challenges that are unseen and unheard of for traditional web and mobile developers. This book is your gateway to Augmented Reality development-not a theoretical showpiece for your bookshelf, but a handbook you will keep by your desk while coding and architecting your first AR app and for years to come. The book opens with an introduction to Augmented Reality, including markets, technologies, and development tools. You will begin by setting up your development machine for Android, iOS, and Windows development, learning the basics of using Unity and the Vuforia AR platform as well as the open source ARToolKit and Microsoft Mixed Reality Toolkit. You will also receive an introduction to Apple's ARKit and Google's ARCore! You will then focus on building AR applications, exploring a variety of recognition targeting methods. You will go through multiple complete projects illustrating key market sectors including business marketing, education, industrial training, and gaming. By the end of the book, you will have gained the necessary knowledge to make quality content appropriate for a range of AR devices, platforms, and intended uses. Style and approach This book adopts a practical, step-by-step, tutorial-style approach. The design principles and methodology will be explained by creating different modules of the AR app.
Explore the world of Virtual Reality by building immersive and fun VR projects using Unity 3D About This Book * Learn the basic principles of virtual reality applications and get to know how they differ from games and desktop apps * Build various types of VR experiences, including diorama, first-person characters, riding on rails, 360 degree projections, and social VR * A project-based guide that teaches you to use Unity to develop VR applications, which can be experienced with devices such as the Oculus Rift or Google Cardboard Who This Book Is For If you're a non-programmer unfamiliar with 3D computer graphics, or experienced in both but new to virtual reality, and are interested in building your own VR games or applications then this book is for you. Any experience in Unity is an advantage. What You Will Learn * Create 3D scenes with Unity and Blender while learning about world space and scale * Build and run VR applications for consumer headsets including Oculus Rift and Google Cardboard * Build interactive environments with physics, gravity, animations, and lighting using the Unity engine * Experiment with various user interface (UI) techniques that you can use in your VR applications * Implement the first-person and third-person experiences that use only head motion gestures for input * Create animated walkthroughs, use 360-degree media, and build multi-user social VR experiences * Learn about the technology and psychology of VR including rendering, performance and VR motion sickness * Gain introductory and advanced experience in Unity programming with the C# language In Detail What is consumer "virtual reality"? Wearing a head-mounted display you view stereoscopic 3D scenes. You can look around by moving your head, and walk around using hand controls or motion sensors. You are engaged in a fully immersive experience. On the other hand, Unity is a powerful game development engine that provides a rich set of features such as visual lighting, materials, physics, audio, special effects, and animation for creating 2D and 3D games. Unity 5 has become the leading platform for building virtual reality games, applications and experiences for this new generation of consumer VR devices. Using a practical and project-based approach, this book will educate you about the specifics of virtual reality development in Unity. You will learn how to use Unity to develop VR applications which can be experienced with devices such as the Oculus Rift or Google Cardboard. We will then learn how to engage with virtual worlds from a third person and first person character point of view. Furthermore, you will explore the technical considerations especially important and possibly unique to VR. The projects in the book will demonstrate how to build a variety of VR experiences. You will be diving into the Unity 3D game engine via the interactive Unity Editor as well as C-Sharp programming. By the end of the book, you will be equipped to develop rich, interactive virtual reality experiences using Unity. So, let's get to it! Style and approach This book takes a practical, project-based approach to teach specifics of virtual reality development in Unity. Using a reader-friendly approach, this book will not only provide detailed step-by-step instructions but also discuss the broader context and applications covered within.
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Unveil the world of mixed reality with HoloLens About This Book * Bring holographic insights to existing line-of-business applications, tools, and workflows * Focus on developing end-to-end realistic holographic application. * Build interactive model scripts and test them in Unity3D and holographic emulators Who This Book Is For This book is targeted at developers and designers working on mixed-reality developments for complex integrated scenarios using HoloLens. What You Will Learn * Interact with holograms using different interaction models * Develop your first holographic app * Integrate holographic applications with cloud systems * Visualize data feeds coming from the cloud through holograms * Manage the application distribution of enterprise-enabled HoloLens * Integrate HoloLens applications with services deployed on Azure * Identify and create 3D Assets and Scenes * Use HoloLens to explore the Internet of Things In Detail Do you want to create stunning applications with HoloLens? Are you a developer who is fascinated with Microsoft HoloLens and its capabilities? If so, this is the book for you. This book introduces and demystifies the HoloLens platform and shows you different ways of interaction with computers (mixed-reality). You will start your mixed-reality journey by understanding different types of digital reality. You will learn to build your first holographic app. Also, you will understand holographic application integration possibilities within Line of Business Applications using Azure. Moving ahead, you will create Integrated Solutions using IoT with HoloLens. Gradually you'll learn how to create and deploy apps on a device. You will learn to publish application to the store; if you are an enterprise developer, you will also manage and distribute applications for enterprise-enabled or domain-joined HoloLens. Finally, you will develop an end-to-end realistic holographic app, ranging from scenario identification to sketching, development, deployment, and, finally, production. Style and approach The book is a project-based guide to help you to create some really astonishing mixed-reality applications. It will provide end-to-end solutions and enable you to build stunning applications for HoloLens.
Save time and resources by getting to know the best practices and intelligence from industry experts About This Book * This book helps you gain a fresh perspective through a recipe-based approach on the new Microsoft Server 2016 Hyper-V * Over 80 recipes to help you master the administrative tasks of Hyper-V and get to grips with advanced solutions and techniques for virtualization * These hands-on advanced recipes will help you deploy, maintain, and upgrade Hyper-V virtual machines Who This Book Is For This book is for Hyper-V administrators who are looking to take advantage of all exciting new features that Microsoft Server 2016 Hyper-V has to offer. What You Will Learn * Installing and managing Hyper-V Server in Full, Server Core, and Nano Server * Migrating and upgrading physical and virtual machines * Configuring network, memory, security, and auditing settings for virtual machines * High availability and disaster recovery * Saving time and money with PowerShell automation * The new features around network and nested virtualization, distributed storage QoS, Hyper-V Replica, and much more * Monitoring, reporting, and troubleshooting with Hyper-V 2016 best practices * Deploying and automating multiple VMs and support Windows Hyper-V 2016 clusters through different installation methods In Detail Hyper-V 2016 is full of new features and updates. The second of our best-selling Hyper-V books, the Windows Server 2016 Hyper-V Cookbook has it all covered. Brimming with expert solutions and techniques, you'll have everything you need to master virtualization and Hyper-V Manager. This Hyper-V book is designed to help advanced-level administrators benefit fully from the new Windows Server. With over 80 hands-on recipes, the Hyper-V Cookbook gives you tips, tricks and best practices to deploy, maintain and upgrade your virtual machines. Style and approach This advanced-level book provides step-by-step recipes on real-world examples so you can get practical, hands-on experience of the subjects.
Create interactive and intuitiveness HoloLens applications with ease About This Book * Start developing immersive and interactive apps for Microsoft HoloLens * Explore the Windows Universal Development platform for HoloLens development * Leverage the full set of HoloLens sensors to create mesmerizing apps Who This Book Is For If you are a developer new to Windows Universal development platform and want to get started with HoloLens development, then this is the book for you. No prior experience of C# programming or of the .NET framework is needed to get started with this book. What You Will Learn * Write an app that responds to verbal commands * Communicate between devices in the boundaries of the UWP model * Create sounds in the app and place them in a 3D space * Build simple apps that display holograms * Interact with the physical environment while taking physical boundaries into account In Detail HoloLens revolutionizes the way we work and interact with the virtual world. HoloLens brings you the amazing world of augmented reality and provides an opportunity to explore it like never before. This is the best book for developers who want to start creating interactive and intuitive augmented reality apps for the HoloLens platform. You will start with a walkthrough of the HoloLens hardware before creating your first app. Next you will be introduced to the various HoloLens sensors and find out how to program them efficiently so that they can interact with the real world seamlessly. Moving on, you will learn how to create smart animations and add video overlay that implements real-time tracking and motion-sensing abilities to your HoloLens app. Finally, you will learn how to test your app effectively. Style and approach This book takes a step-by-step tutorial-style approach. It will guide you through every step with practical examples and make sure that you are confident enough to create your own HoloLens app from scratch by the end of the book.
As their prominence in the news cycle a from Gamergate to the burgeoning smartphone market to the VR realm and beyond a would indicate video games and gaming have rocketed from a fairly fringe existence to a central position in the everyday lives of millions. Whether you're a casual reader with an interest in the subject or an experienced gamer scrounging for obscure facts and stories Mark Wolf's E Video Games FAQ: All That's Left to Know About Games and Gaming CultureE is an indispensable resource touching on all aspects of this techno-cultural phenomenon. Wolf's info-dense account traces video games from their earliest renditions as blocky abstractions to the photorealistic worlds of the present day exploring the games systems technologies companies and inventors who transformed a novelty into a worldwide industry and major imaginative force along the way. In lively prose intended for a general audience the book examines the many ways video games have entered our lives impacted popular culture and evolved through innovations and technological advances. More than just a history this book which can be read from cover-to-cover or a stand-alone chapter at a time is also packed with fun thought-provoking video game trivia touching on the origins of handheld games the first first-person shooting games famous characters named after a landlord and an attorney the birth of third-party development and the best and worst selling systems of all time. Whether discussing the pedigrees of games and systems sequels franchises and series the console wars the home computer revolution or leading companies and their strategies EVideo Games FAQE serves as a fascinating concise and comprehensive window into the past present and future of video games and everything connected with them.
Explore the new frontier of virtual reality with the Oculus Rift and bring the VR revolution to your own projects About This Book * Create immersive 3D games especially designed for the Oculus Rift platform * Build complex realistic virtual reality (VR) games with the Unity Engine * Create striking VR environments with advanced graphical techniques Who This Book Is For This book is for aspiring indie developers and VR enthusiasts who want to bring their ideas into virtual reality with a new platform that provides an unprecedented level of realism and immersion. What You Will Learn * Increase immersion with 3D audio and intuitive interfaces * Create group VR experiences using multi-player networking * Design fun and engaging mechanics that utilize VR principles * Explore the best ways to navigate and interact using the Oculus Rift * Design intuitive ways to navigate and interact with scenes in VR * Add stunning realism to a scene with three-dimensional audio * Invent mechanics and features that take full advantage of VR hardware In Detail Virtual reality (VR) is changing the world of gaming and entertainment as we know it. VR headsets such as the Oculus Rift immerse players in a virtual world by tracking their head movements and simulating depth, giving them the feeling that they are actually present in the environment. We will first use the Oculus SDK in the book and will then move on to the widely popular Unity Engine, showing you how you can add that extra edge to your VR games using the power of Unity. In this book, you'll learn how to take advantage of this new medium by designing around each of its unique features. This book will demonstrate the Unity 5 game engine, one of most widely-used engines for VR development, and will take you through a comprehensive project that covers everything necessary to create and publish a complete VR experience for the Oculus Rift. You will also be able to identify the common perils and pitfalls of VR development to ensure that your audience has the most comfortable experience possible. By the end of the book, you will be able to create an advanced VR game for the Oculus Rift, and you'll have everything you need to bring your ideas into a new reality. Style and approach This book takes a step-by-step tutorial approach with illustrative examples to help you implement the projects on your own. The book lets you first get to grips with the Oculus SDK and then moves on to the Unity Engine to add realistic graphics and features in your games.
Design, develop and deploy a highly available vSphere environment for VMware Horizon View About This Book * Enhance your capability of meeting various Service Level Agreements in VMware Horizon View * Get acquainted through all the necessary considerations for building a View environment * Cover VMware High Availability hurdle by hurdle along with the checklists for verification of the environment being ready for production Who This Book Is For If you manage, plan or deploy VMware Horizon View or are looking for tips for best practices and configuration details this book is for you. This book is intended for administrators who design and deploy VMware Horizon View or administrators who are looking for ways to improve their existing View environment. What You Will Learn * Install and configure a VMware Horizon View Connection Server and redundant pair * Discover the networking requirements for View and learn how to build redundancy into your network * Analyze each of the View user pool types and how each one can be made highly available and survivable. * Get to know about storage protocols such as NFS, iSCSI and Fibre Channel * Deploy Virtual SAN, and find out how to effectively couple Virtual SAN with View * Learn about View monitoring tools to allow fast responses to various crises * Plan, analyze and upgrade VMware Horizon View * Analyze network services required for VMware Horizon View and build them in a redundant manner In Detail The increasing movement to virtualize workloads and workstations has put VMware Horizon View into a central mission critical role in many environments. Administrators may be overwhelmed with planning for outages and dealing with failure scenarios. It's easy to miss small details that will result in outages down the road. Following VMware Horizon View best practices and planning ahead with network infrastructure will allow you to avoid these common pit falls. This book will walk you through the setup and configuration of View in a highly available configuration. It will provide you with the skills to analyze and deploy configurations that can stand up to rigorous failure standards. The book starts with deploying and basic configuration of VMware Horizon View in a redundant setup, then moves on to cover high availability for networking, fibre channel, NFS, and iSCSI. We finish this book with monitoring and upgrade planning. At the end we also learn about maintaining the uptime and minimizing the downtime that can be caused due to various factors. Each topic comes with a list of best practices and failure scenarios to test. Administrators will learn the intricacies of protecting a View environment. Style and approach This book provides configuration and installation steps for administration and installation of a Horizon View server. It includes high-level overviews of any protocols, services used by Horizon View, and best practices and high availability checklists for each chapter.
Despite a common heritage dating back centuries and mutual national interests, such as their joint fear of Soviet influence across the Mediterranean, it took 38 years after the establishment of the State of Israel (1948) and a decade after Franco's death (1975) for relations to be established between Jerusalem and Madrid (1986). The absence of ties between both countries prior to 1986 was an anomaly that requires explanation. There was no apparent reason why both countries should not have established full diplomatic ties prior. Indeed, during the first years of Israeli statehood until 1952, Spain sought unsuccessfully to establish official ties with Israel as a means to overcome international isolation. But adhering to a moral foreign policy standard, Israel refused formal ties with the former Axis supporter. By 1953, however, Israel began adopting a more pragmatic view. Five centuries after the expulsion of the Jews from Spain bilateral ties were formalised after Spain's successful transition from Franco's dictatorship to democracy and Madrid's ascension to the EEC in 1986. Once in the Community, Madrid had to align its foreign policy with Brussels which necessitated diplomatic relations with Israel. Without this systematic pressure on Madrid, the anomaly of Israeli-Spanish relations would have likely continued. Post 1986 the ties between the two countries were overshadowed by strong international political forces -- the Arab-Israeli conflict and the Israeli-Palestinian struggle -- which delayed bilateral progress. Explaining the impact of these forces is key to understanding the relationship. Although many positive milestones have been reached there are substantive issues of concern for both sides, and a feeling that much work remains if the relationship, and indeed friendship, is to become worthy and rewarding.
This book is a step-by-step tutorial filled with practical examples which will show readers how to configure and manage IaaS and DBaaS with Oracle Enterprise Manager. If you are a cloud administrator or a user of self-service provisioning systems offered by Enterprise Manager, this book is ideal for you. It will also help administrators who want to understand the chargeback mechanism offered by Enterprise Manager.An understanding of the basic building blocks of cloud computing such as networking, virtualization, storage, and so on, is needed by those of you interested in this book
An easy-to-use guide, filled with tutorials that will teach you how to set up and use iCloud, and profit from all of its marvellous features. This book is for anyone with basic knowledge of computers and mobile operations. Prior knowledge of cloud computing or iCloud is not expected.
The idea of virtual realities has a long and complex historical trajectory, spanning from Plato's concept of the cave and the simulacrum, to artistic styles such as Trompe L'oeil, and more recently developments in 3D film, television and gaming. However, this book will pay particular attention to the time between the 1980s to the 1990s when virtual reality and cyberspace were represented, particularly in fiction, as a wondrous technology that enabled transcendence from the limitations of physical embodiment. The purpose of this critical historical analysis of representations of virtual reality is to examine how they might deny, repress or overlook embodied experience. Specifically, the author will contend that embodiment is a fundamental aspect of immersion in virtual reality, rather than something which is to be transcended. In this way, the book aims to challenge distorted ideas about transcendence and productively contribute to debates about embodiment and technology.
This book uses a step by step approach to teach you how to design, deploy, and manage a Horizon Workspace based on real world experience. Written in an easy to follow style, this book explains the terminology in a clear and concise manner. Each feature is explained starting at a high level and then drilling down into the technical detail, using diagrams and screenshots. This book is perfect for IT administrators who want to deploy a solution to centrally manage access to corporate applications, data, and virtual desktops using Horizon Workspace. You need to have some experience in delivering BYOD initiatives and delivering applications from the Cloud (SaaS).
How much time does your organization waste in unfocused, unengaging and unproductive virtual meetings? Virtual meetings are on the rise. Unfortunately, most meeting leaders don't know the strategies for executing masterful virtual meetings. As a result, most virtual meetings: Don't start on time because people have difficulty with the technology Don't have a defined purpose due to lack of preparation Don't keep people engaged due to escalated multi-tasking Don't address conflict because the leader often doesn't see the body language information that communicates silent disagreement Don't deal with dysfunction because the meeting leader is distracted with the technology CLICK for Strategies "CLICK: The Virtual Meetings Book" provides meeting leaders with 60 comprehensive strategies for planning and executing masterful virtual meetings. In its twelve chapters, you'll find strategies and answers to these questions and more: How do you keep engagement high in a virtual meeting? How do you eliminate unnecessary virtual meetings? What are the key features that differentiate various online meeting platforms? How do you reduce the likelihood that your meeting will be derailed by technical issues? What if only a few people are remote? Or, what if you, the meeting leader, are the only one remote? How do you ask questions that receive lots of responses instead of that dreaded silence? What are the common virtual meeting dysfunctions, and how do you prevent them? How do you make sure you get quality results from every virtual meeting? Authors Michael Wilkinson and Richard Smith, leaders in the #1 meeting facilitation and facilitation training company in the US, show you how to deliver masterful virtual meetings, every time.
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