
Developing Virtual Reality Applications
Foundations of Effective Design
Resources
Description
Key Features
- Dozens of detailed application descriptions provide practical ideas for VR development in ALL areas of interest!
- Development techniques are cross referenced between different application areas, providing fundamental best practices!
Readership
Table of Contents
CHAPTER 1 Introduction to Virtual Reality
1.1 What is virtual reality?
1.2 The beginnings of VR
1.2.1 Morton Heilig’s Sensorama
1.2.2 Ivan Sutherland’s vision for computer-based virtual reality
1.2.3 Myron Krueger’s videoplace
1.2.4 University of North Carolina at Chapel Hill
1.2.5 Electronic Visualization Lab at the University of Illinois at Chicago
1.3 VR paradigms
1.4 Collaboration
1.5 Virtual reality systems
1.5.1 Hardware
1.5.2 Software
1.6 Representation
1.7 User interaction
1.7.1 Interaction Techniques
1.7.2 Making selections
1.7.3 Manipulating the virtual world
1.7.4 NavigationCHAPTER 2 Applying Virtual Reality
2.1 Virtual reality: the medium
2.2 Form and genre
2.3 What makes an application a good candidate for VR
2.4 Promising application fields
2.4.1 Virtual prototyping
2.4.2 Architectural walkthroughs
2.4.3 Visualization
2.4.4 Training
2.4.5 Entertainment
2.4.6 Other application genres
2.5 Demonstrated benefits of virtual reality
2.6 More recent trends in virtual reality application development
2.6.1 Converting extant applications to virtual reality without having access to the application code
2.6.2 Developing virtual reality applications with game engines
2.6.3 Low-cost input devices
2.6.4 Cluster-based compute engines and high-performance graphics acceleration
2.6.5 Passive stereo displays
2.6.6 Augmented reality and handheld devices
2.6.7 Wireless interaction and optical tracking
2.6.8 More senses
2.6.9 Multiperson virtual and augmented reality
2.6.10 Tiled displays
2.6.11 Head-based projection
2.6.12 Tele-immersion
2.7 A framework for VR application development
About the applications in this bookCHAPTER 3 Business and Manufacturing
3.1 Areas of application
3.1.1 Product development
3.1.2 Business education
3.1.3 Marketing
3.2 Other and future usage of VR in business and manufacturingCHAPTER 4 Science Applications
4.1 Areas of application
4.1.1 Exploration
4.1.2 Physical system simulation and interaction
4.1.3 Areas of application in scienceCHAPTER 5 Medical Applications
5.1 Areas of applicationCHAPTER 6 Education Applications
6.1 Areas of application
6.2 Other and future usesCHAPTER 7 Public Safety and Military Applications
7.1 Areas of application
7.1.1 Equipment operation trainingCHAPTER 8 Art
8.1 Areas of application
8.1.1 Design and sketching
8.1.2 Exploration of the medium
8.1.3 Empathetic experiences
8.1.4 Exploration of the human condition
8.1.5 Other and future usage of VR in artCHAPTER 9 Entertainment Applications
9.1 Areas of application
9.1.1 Games
9.1.2 Interactive fiction
9.1.3 Creative expression
9.1.4 Entertainment productionCHAPTER 10 Putting It All Together
10.1 Executive summary
10.2 Introduction
10.3 The database fields
10.4 Finding applications with specific characteristics
10.4.1 Showing all the characteristics of a specific application
10.4.2 Application taxonomies
Product details
- No. of pages: 448
- Language: English
- Copyright: © Morgan Kaufmann 2009
- Published: June 2, 2009
- Imprint: Morgan Kaufmann
- Hardcover ISBN: 9780123749437
- eBook ISBN: 9780080959085
About the Authors
Alan B. Craig
Affiliations and Expertise
William R. Sherman
Jeffrey D. Will
Affiliations and Expertise
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