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 | UNDERSTANDING VIRTUAL REALITY
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Interface, Application, and Design
To order this title, and for more information, click here
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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| Price and Ordering |
Price:
EUR 73.95 USD 101 GBP 63
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Last update: 7 Sep 2009
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