Each chapter of this book concludes with pointers to additional, related literature that might not have been mentioned in the preceding text. Numerous books have been written on VR. A couple of key textbooks that precede the consumer VR revolution are Understanding Virtual Reality by W. R. Sherman and A. B. Craig, 2002 [293] and 3D User Interfaces by D. A. Bowman et al., 2005 [31]. Books based on the current technology include [136,185]. For a survey of the concept of reality, see [356]. For recent coverage of augmented reality that is beyond the scope of this book, see [285].
A vast amount of research literature has been written on VR. Unfortunately, there is a considerable recognition gap in the sense that current industry approaches to consumer VR appear to have forgotten the longer history of VR research. Many of the issues being raised today and methods being introduced in industry were well addressed decades earlier, albeit with older technological components. Much of the earlier work remains relevant today and is therefore worth studying carefully. An excellent starting place is the Handbook on Virtual Environments, 2015 [109], which contains dozens of recent survey articles and thousands of references to research articles. More recent works can be found in venues that publish papers related to VR. Browsing through recent publications in these venues may be useful: IEEE Virtual Reality (IEEE VR), IEEE International Conference on Mixed and Augmented Reality (ISMAR), ACM SIGGRAPH Conference, ACM Symposium on Applied Perception, ACM SIGCHI Conference, IEEE Symposium of 3D User Interfaces, Journal of Vision, Presence: Teleoperators and Virtual Environments.
Steven M LaValle 2020-11-11