
Understanding Virtual Reality
Interface, Application and Design
William R. Sherman, Alan B. Craig
Résumé
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.
- Substantive, illuminating coverage designed for technical and business readers and well-suited to the classroom.
- Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction, and other fields, and explains how they are being united in cohesive VR systems.
- Via a companion Web site, provides additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system.
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)
L'auteur - William R. Sherman
William Sherman leads the virtual reality effort at the
National Center for Super- computing Applications (NCSA) at
the University of Illinois at Urbana-Champaign.
L'auteur - Alan B. Craig
Alan Craig currently does research and development in the Visualization and Virtual Environments group at the NCSA at the University of Illinois at Urbana-Champaign
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Morgan Kaufmann |
Auteur(s) | William R. Sherman, Alan B. Craig |
Parution | 08/11/2002 |
Nb. de pages | 580 |
Format | 20,5 x 23,5 |
Couverture | Relié |
Poids | 1290g |
Intérieur | Noir et Blanc |
EAN13 | 9781558603530 |
ISBN13 | 978-1-55860-353-0 |
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