10 Lessons on Virtual Reality cover

10 Lessons on Virtual Reality

Rating 3.2
Word count
98K words
Chapters
53
ISBN
9787121322747

Tags

Summary

This book offers a comprehensive and systematic introduction to virtual reality in the form of 10 lessons. Lesson 1 presents an overview of VR, covering its conceptual definition, development history, system composition, and rational understanding. Lessons 2 through 6 address the technical aspects, introducing the VR technology framework, hardware devices, software tools, content production, and industry applications. Lesson 7 discusses artistic creation in VR. Lesson 8 explains VR standards and specifications. Lesson 9 summarizes the state of the VR industry. Lesson 10 outlines future trends in VR. The book focuses on popularizing foundational knowledge and basic principles of VR while maintaining the rigor befitting an emerging discipline and technology framework; it also separately addresses hot topics such as artistic expression, standards and specifications, and industry development. By presenting representative viewpoints, devices, software, tools, and products, it enables readers to understand, recognize, and master VR technology in a short time, achieving the goals of "helping students understand industry development, helping enterprises find solutions, helping technicians adapt to business models, and helping the general public keep pace with technological advances."

Editor's review

Written by Dr. Pang Guofeng, a seasoned professional in the technology field, and published by the Publishing House of Electronics Industry, *10 Lessons on Virtual Reality* is not a dense technical treatise but an accessible, clearly structured primer on VR for general readers. Organized around a framework of "ten lessons," it systematically breaks down the core concepts, technical principles, history, industry applications, and future outlook of virtual reality.

From an editor's professional perspective, the book's core value lies in its excellent balance. It succeeds in finding a fulcrum between technical accuracy and readability. Rather than piling up obscure code and complex mathematical formulas, the author uses vivid analogies and examples to explain key principles—such as how head-mounted displays form images and the logic of spatial positioning and interaction—enabling readers with no technical background to build a basic cognitive framework for VR. Meanwhile, its analysis of VR applications in healthcare, education, industry, and entertainment offers a forward-looking view of where the technology is being deployed.

For readers who want a systematic overview of VR, this book offers an efficient and reliable entry point. It is like a carefully drawn map that marks both the core "landmarks" (key technologies) of the VR field and the "roads" connecting them (development logic and application ecosystem). Although VR technology advances rapidly, the foundational cognitive framework and industry analysis this book provides retain lasting reference value.

Who it's for

A good fit for

  • General readers who are curious about virtual reality technology and want a systematic overview rather than scattered knowledge.
  • Technology industry professionals, product managers, or marketing staff who need to quickly understand the logic and application scenarios of VR technology to support their work.
  • University students, especially in digital media, computer science, design, and related majors, seeking an accessible supplementary reader.
  • Investors or entrepreneurs who follow future technology trends and want to grasp the development trajectory and potential opportunities of the VR industry.

Not a good fit for

  • Advanced developers or researchers seeking the latest, most cutting-edge technical implementation details and coding practice.
  • Purely entertainment-oriented users looking for immersive VR experiences or specific device operation guides.

Reading tips

  1. Read the chapters in order; the first ten chapters build a complete knowledge system, and the final chapter on the future can serve as a starting point for open discussion.
  2. While reading, connect the content with current hot VR product news or applications; this will help you better understand how the book's concepts map onto reality.
  3. For the technical principles sections, don't feel you must understand everything at once. Grasp the core ideas first, then return to them after gaining more practical experience.

About the publisher

Publishing House of Electronics Industry China · Founded in 1982

The Publishing House of Electronics Industry is a comprehensive publisher distinguished by its focus on electronic information and related fields. Judging from the more than 3,000 titles in its catalogue, its publishing covers programming and design, artificial intelligence, computer science, finance and economics, photography, and social sciences, attending both to cutting-edge technology and to general readers. Representative titles include Factor Investing: Methods and Practice, x86 Assembly Language: From Real Mode to Protected Mode, The RISC-V Reader, Artificial Intelligence: Speech Recognition, Understanding and Practice, Phased Array Radar Technology, Radar Target Characteristics, and 100 Go Mistakes and How to Avoid Them, most of which centre on technical methods and engineering practice. Its authors include Shi Chuan, Li Zhong, Wang Xiaobo, David Patterson, Andrew Waterman, and Yu Zihao, among others from China and abroad. Owing to limited public information, no further publishing features are elaborated here.

Contents

  1. 版权信息
  2. 序一
  3. 序二
  4. 前言
  5. 第一堂课 虚拟现实发展概况
  6. 一、概念解析
  7. 二、系统组成
  8. 三、基本特征
  9. 四、发展历程
  10. 五、理性认知
  11. 第二堂课 虚拟现实技术体系
  12. 一、感知技术
  13. 二、建模技术
  14. 三、呈现技术
  15. 四、交互技术
  16. 第三堂课 虚拟现实硬件设备
  17. 一、输入设备
  18. 二、输出设备
  19. 三、配套设备
  20. 第四堂课 虚拟现实软件工具
  21. 一、信息处理软件
  22. 二、系统平台软件
  23. 第五堂课 虚拟现实内容制作
  24. 一、VR视频
  25. 二、VR游戏
  26. 三、VR直播
  27. 第六堂课 虚拟现实行业应用
  28. 一、VR+工业
  29. 二、VR+农业
  30. 三、VR+军事
  31. 四、VR+教育
  32. 五、VR+医疗
  33. 六、VR+测绘
  34. 七、VR+地产
  35. 八、VR+旅游
  36. 九、VR+购物
  37. 十、VR+博物馆
  38. 第七堂课 虚拟现实艺术表现
  39. 一、基本认知
  40. 二、创作工具
  41. 三、创作规律
  42. 第八堂课 虚拟现实标准规范
  43. 一、建设思路
  44. 二、建设内容
  45. 三、当前进展
  46. 第九堂课 虚拟现实产业发展
  47. 一、产业链分析
  48. 二、主要厂商和产品
  49. 三、商业模式
  50. 第十堂课 虚拟现实未来趋势
  51. 一、关键技术不断取得突破
  52. 二、VR产业进入爆发时期
  53. 三、VR将对人类未来产生重大影响

FAQ

How deep is this book? Is it suitable for someone with no technical background?
The book is positioned as an introductory popular-science read of moderate depth. The author uses many everyday analogies to explain technical concepts, making it very suitable for readers without a technical background but with an interest in VR to build systematic knowledge.
Will the content become outdated because technology develops so quickly?
The book's analysis of VR fundamentals, core interaction logic, and classic application models is foundational and framework-oriented, so it is unlikely to become outdated. Although specific hardware parameters and individual application cases will change, the cognitive tools and industry analysis perspectives the book provides remain valuable.
What is the difference between this book and online VR popular-science articles?
The main difference lies in systematicity and authority. Online articles tend to be fragmented and focus on a single point. This book, through its "10 lessons" structure, builds a complete knowledge system from basic to advanced and from technology to industry, and it has been reviewed and edited through a professional publishing process, making the information more rigorous and reliable.

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About the author

庞国锋 Author

Pang Guofeng is a Chinese author of books on industrial technology and finance about whom limited public information is available; his name appears as the author of works in these fields. Seven of his titles are included here, spanning a fairly wide range of subjects: introductory works on industry and system building such as An Introduction to Smart Airport Construction and An Introduction to Combat Logistics Support Simulation, a popular technical primer titled Ten Lessons on Virtual Reality, and focused discussions of networked collaborative manufacturing, remote operation and maintenance services, process-based manufacturing, and mass customization. The titles suggest an interest in intelligent systems, simulation, and advanced manufacturing, with an approach centered on clarifying concepts, building frameworks, and summarizing models for industry readers and technical learners. As his dates of birth and death, nationality, and professional career remain unclear, his personal background cannot yet be described in detail, and readers may turn to these works to understand his writing focus.

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