Using VR in gaming

794.8 SMA

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Using VR in gaming

Small, Cathleen, author. aut

New York, NY : Cavendish Square, [2020]

80 pages : color illustrations ; 24 cm.

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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.

Available

Hardback BookHardback Book

1 copy available at PCSD HS

ISBN:

9781502645678 Library bound book

LC Call No:

QA76.76.C672 S672 2020

Dewey Class No:

794.8 23

Author:

Small, Cathleen, author. aut

Title:

Using VR in gaming / Cathleen Small.

VaryingTitle:

Using virtual reality in gaming

Edition:

First edition.

Physical:

80 pages : color illustrations ; 24 cm.

ContentType:

text rdacontent txt

MediaType:

unmediated rdamedia n

CarrierType:

volume rdacarrier nc

Series:

VR on the job: understanding virtual and augmented reality

BibliogrphyNote:

Includes bibliographical references and index.

Summary:

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.

Target Audience:

9 Cavendish Square.

Target Audience:

Grades 7-12. Cavendish Square.

Subject:

Video games.

Subject:

Shared virtual environments.

Subject:

Virtual reality.

Subject:

Augmented reality.

Subject:

Cameras.

Subject:

Smartphones.

Subject:

Teamwork.

Subject:

Vocational guidance.

Subject:

Occupations.

SAE:UnifrmTitle:

VR on the job: understanding virtual and augmented reality.

Field Ind Subfield Data
001 Control No     18039
005 LastTransaction     20191030080511.0
007 Phys Desc Fixed     ta
008 Data Elements     190822s2020 nyua d 1 0 eng d
010 LCCN   $a Record content licensor  2018061711
020 ISBN   $a ISBN  9781502645678
    $q   Library bound book
035 System Ctrl No   $a System control number  (WiMaMI)263846
040 Cataloging Src   $a Original cataloging agency  WiMaMI
    $b Language of cataloging  eng
    $e Description conventions  rda
044 Country Code   $a MARC country code  nyu
050 LC Call No 04  $a Classification number  QA76.76.C672
    $b Item number  S672 2020
072 Subj Cat Code $a Subject category code  JNF011000
    $2 Source  bisacsh
072 Subj Cat Code $a Subject category code  JNF012010
    $2 Source  bisacsh
072 Subj Cat Code $a Subject category code  YAN011000
    $2 Source  bisacsh
072 Subj Cat Code $a Subject category code  YAN013010
    $2 Source  bisacsh
082 Dewey Class No 00  $a Classification number  794.8
    $2 Edition number  23
100 ME:PersonalName 1   $a Personal name  Small, Cathleen,
    $e Relator term  author.
    $4 Relator code  aut
245 Title 10  $a Title  Using VR in gaming /
    $c Statement of responsibility  Cathleen Small.
246 VaryingTitle 31  $a Title proper/short title  Using virtual reality in gaming
250 Edition   $a Edition statement  First edition.
264 ProductnNotice $a Place of prod/dist/manuf.  New York, NY :
    $b Name of prod./pub./dist./man.  Cavendish Square,
    $c Date of prod/dist/manuf/copyrt  [2020]
264 ProductnNotice $c Date of prod/dist/manuf/copyrt  ©2020
300 Physical Desc   $a Extent  80 pages :
    $b Other physical details  color illustrations ;
    $c Dimensions  24 cm.
336 ContentType   $a Content type term  text
    $2 Source  rdacontent
    $b Content type code  txt
337 MediaType   $a Media type term  unmediated
    $2 Source  rdamedia
    $b Media type code  n
338 CarrierType   $a Carrier type term  volume
    $2 Source  rdacarrier
    $b Carrier type code  nc
490 SeriesStatement 1   $a Series statement  VR on the job: understanding virtual and augmented reality
504 BibliogrphyNote   $a Bibliography, etc. note  Includes bibliographical references and index.
505 ContentsNote 0   $a Formatted contents note  Overview of VR and AR -- VR and AR in gaming -- VR and AR jobs in gaming -- Planning for the future -- Emerging jobs.
520 Summary   $a Summary, etc. note  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.
521 Target Audience 0   $a Target audience note  9
    $b Source  Cavendish Square.
521 Target Audience 2   $a Target audience note  Grades 7-12.
    $b Source  Cavendish Square.
650 Subj:Topic $a Topical term  Video games.
    $2 Source of heading or term  sears
650 Subj:Topic $a Topical term  Shared virtual environments.
    $2 Source of heading or term  sears
650 Subj:Topic $a Topical term  Virtual reality.
    $2 Source of heading or term  sears
650 Subj:Topic $a Topical term  Augmented reality.
    $2 Source of heading or term  sears
650 Subj:Topic $a Topical term  Cameras.
    $2 Source of heading or term  sears
650 Subj:Topic $a Topical term  Smartphones.
    $2 Source of heading or term  sears
650 Subj:Topic $a Topical term  Teamwork.
    $2 Source of heading or term  sears
650 Subj:Topic $a Topical term  Vocational guidance.
    $2 Source of heading or term  sears
650 Subj:Topic $a Topical term  Occupations.
    $2 Source of heading or term  sears
830 SAE:UnifrmTitle $a Uniform title  VR on the job: understanding virtual and augmented reality.
852 Holdings 1   $a Location  HS
    $h Classification part  794.8 SMA
    $i Item part  SMA
    $9 Cost  $24.95
    $p Barcode  30109000460272

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