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UNDERSTANDING VIRTUAL REALITY
Understanding Virtual Reality
Interface, Application, and Design
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By
William Sherman, Technical Director, Center for Advanced Visualization, Computation and Modeling Desert Research Institute, Reno, NV, USA
Alan Craig, Associate Director for Human-Computer Interaction, National Center for Supercomputing Applications, Urbana-Champaign, IL, USA

Included in series
The Morgan Kaufmann Series in Computer Graphics,

Description


Understanding Virtual Reality arrives at a time when the technologies behind virtual reality have advanced to the point that it is possible to develop and deploy meaningful, productive virtual reality applications. The aim of this thorough, accessible exploration is to help you take advantage of this moment, equipping you with the understanding needed to identify and prepare for ways VR can be used in your field, whatever your field may be.

By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in the application design and implementation, including hardware requirements, system integration, interaction techniques, and usability. This book also counters both exaggerated claims for VR and the view that would reduce it to entertainment, citing dozens of real-world examples from many different fields and presenting (in a series of appendices) four in-depth application case studies.

Contents
Foreword Preface Part I - What is Virtual Reality? Chapter 1: Introduction to Virtual Reality - What it is and Where it Comes From Chapter 2: VR the Medium Part II - Virtual Reality Systems Chapter 3: Interface to the Virtual World -- Input Chapter 4: Interface to the Virtual World -- Output Chapter 5: Rendering a Virtual World Chapter 6: Interacting with a Virtual World Chapter 7: Virtual Reality Experience Chapter 8: Experience Design: Applying VR to a Problem Chapter 9: What Dreams May Come: The Future of VR Appendices A: NICE educational application (EVL) B: Crumbs visualization application (NCSA) C: Aircraft wiring application (Boeing, Inc.) D: Placeholder artistic application (Interval Research)

Bibliographic details
Hardbound, 608 pages, publication date: SEP-2002
ISBN-13: 978-1-55860-353-0
ISBN-10: 1-55860-353-0
Imprint: MORGAN KAUFFMAN

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USD 101
GBP 63
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Last update: 7 Sep 2009
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