Virtual Apollo

Virtual Apollo
Title Virtual Apollo PDF eBook
Author Scott P. Sullivan
Publisher Apogee Books
Pages 96
Release 2002
Genre Nature
ISBN 9781896522944

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Full color drawings provide inside and outside views of the Command and Service Modules with details of construction and fabrication.

Virtual LM

Virtual LM
Title Virtual LM PDF eBook
Author Scott P. Sullivan
Publisher Burlington, Ont. : Apogee Books
Pages 286
Release 2004
Genre Nature
ISBN

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A pictorial history of the lunar module developed during the Apollo programs offers color photographs and diagrams of everything from switches and panels to the entire module, along with additional text, an operations handbook, activation checklist, and other items on the accompanying CD-ROM.

Subversion, Sexuality and the Virtual Self

Subversion, Sexuality and the Virtual Self
Title Subversion, Sexuality and the Virtual Self PDF eBook
Author J. Elund
Publisher Springer
Pages 186
Release 2015-05-28
Genre Art
ISBN 1137468343

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The text analyses identities within virtual on-screen environments. Investigating regions in Second Life, it explores topical issues of the body in virtual space, nature and mythology in virtual environments, and the key arguments surrounding normative and subversive representations of gender, sexuality and subversion in screen-based environments.

Virtual & Augmented Reality For Dummies

Virtual & Augmented Reality For Dummies
Title Virtual & Augmented Reality For Dummies PDF eBook
Author Paul Mealy
Publisher John Wiley & Sons
Pages 356
Release 2018-06-08
Genre Computers
ISBN 1119481422

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An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.

Moonshot

Moonshot
Title Moonshot PDF eBook
Author Brian Floca
Publisher Simon and Schuster
Pages 56
Release 2019-04-09
Genre Juvenile Nonfiction
ISBN 1534440518

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“An extraordinary delight for a reader of any age.” —The New York Times Book Review Brian Floca explores Apollo 11’s famed moon landing with this newly expanded edition of Moonshot! Simply told, grandly shown, and now with eight additional pages of brand-new art and more in-depth information about the historic moon landing, here is the flight of Apollo 11. Here for a new generation of readers and explorers are the steady astronauts clicking themselves into gloves and helmets, strapping themselves into sideways seats. Here are their great machines in all their detail and monumentality, the ROAR of rockets, and the silence of the Moon. Here is a story of adventure and discovery—a story of leaving and returning during the summer of 1969, and a story of home, seen whole, from far away.

How We Got to the Moon

How We Got to the Moon
Title How We Got to the Moon PDF eBook
Author John Rocco
Publisher Crown Books for Young Readers
Pages 0
Release 2020-10-06
Genre Juvenile Nonfiction
ISBN 0525647422

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LONGLISTED FOR THE NATIONAL BOOK AWARD • YALSA EXCELLENCE IN NONFICTION FINALIST • A ROBERT F. SIBERT HONOR BOOK This beautifully illustrated, oversized guide to the people and technology of the moon landing by award-winning author/illustrator John Rocco (illustrator of the Percy Jackson series) is a must-have for space fans, classrooms, and tech geeks. Everyone knows of Neil Armstrong's famous first steps on the moon. But what did it really take to get us there? The Moon landing is one of the most ambitious, thrilling, and dangerous ventures in human history. This exquisitely researched and illustrated book tells the stories of the 400,000 unsung heroes--the engineers, mathematicians, seamstresses, welders, and factory workers--and their innovations and life-changing technological leaps forward that allowed NASA to achieve this unparalleled accomplishment. From the shocking launch of the Russian satellite Sputnik to the triumphant splashdown of Apollo 11, Caldecott Honor winner John Rocco answers every possible question about this world-altering mission. Each challenging step in the space race is revealed, examined, and displayed through stunning diagrams, experiments, moments of crisis, and unforgettable human stories. Explorers of all ages will want to pore over every page in this comprehensive chronicle detailing the grandest human adventure of all time!

Virtual Reality Headsets - A Theoretical and Pragmatic Approach

Virtual Reality Headsets - A Theoretical and Pragmatic Approach
Title Virtual Reality Headsets - A Theoretical and Pragmatic Approach PDF eBook
Author Philippe Fuchs
Publisher CRC Press
Pages 214
Release 2017-02-24
Genre Computers
ISBN 1351803077

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The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers and professionals. The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3I2 model’’. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges.