Understanding virtual reality: interface, application, and design
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
San Francisco, CA
Morgan Kaufmann
©2003
|
Schriftenreihe: | Morgan Kaufmann series in computer graphics and geometric modeling
|
Schlagworte: | |
Online-Zugang: | FAW01 FAW02 Volltext |
Beschreibung: | Includes bibliographical references (pages 541-556) and index Introduction to virtual reality -- VR : the medium -- Interface to the virtual world : output -- Rendering the virtual world -- Interacting with the virtual world -- The virtual reality experience -- Experience design : applying VR to a problem -- The future of virtual reality 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 |
Beschreibung: | 1 Online-Ressource (xxiv, 582 pages, [16] pages of plates) |
ISBN: | 008052009X 1558603530 9780080520094 9781558603530 |
Internformat
MARC
LEADER | 00000nmm a2200000zc 4500 | ||
---|---|---|---|
001 | BV043044825 | ||
003 | DE-604 | ||
005 | 00000000000000.0 | ||
007 | cr|uuu---uuuuu | ||
008 | 151123s2003 |||| o||u| ||||||eng d | ||
020 | |a 008052009X |c electronic bk. |9 0-08-052009-X | ||
020 | |a 1558603530 |9 1-55860-353-0 | ||
020 | |a 9780080520094 |c electronic bk. |9 978-0-08-052009-4 | ||
020 | |a 9781558603530 |9 978-1-55860-353-0 | ||
035 | |a (OCoLC)162595477 | ||
035 | |a (DE-599)BVBBV043044825 | ||
040 | |a DE-604 |b ger |e aacr | ||
041 | 0 | |a eng | |
049 | |a DE-1046 |a DE-1047 | ||
082 | 0 | |a 004/.01/9 |2 22 | |
100 | 1 | |a Sherman, William R. |e Verfasser |4 aut | |
245 | 1 | 0 | |a Understanding virtual reality |b interface, application, and design |c William R. Sherman, Alan B. Craig |
264 | 1 | |a San Francisco, CA |b Morgan Kaufmann |c ©2003 | |
300 | |a 1 Online-Ressource (xxiv, 582 pages, [16] pages of plates) | ||
336 | |b txt |2 rdacontent | ||
337 | |b c |2 rdamedia | ||
338 | |b cr |2 rdacarrier | ||
490 | 0 | |a Morgan Kaufmann series in computer graphics and geometric modeling | |
500 | |a Includes bibliographical references (pages 541-556) and index | ||
500 | |a Introduction to virtual reality -- VR : the medium -- Interface to the virtual world : output -- Rendering the virtual world -- Interacting with the virtual world -- The virtual reality experience -- Experience design : applying VR to a problem -- The future of virtual reality | ||
500 | |a 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 | ||
650 | 4 | |a Human-computer interaction. Virtual reality | |
650 | 4 | |a Human-computer interaction | |
650 | 4 | |a Virtual reality | |
650 | 4 | |a Interaction homme-machine (Informatique) | |
650 | 4 | |a Réalité virtuelle | |
650 | 7 | |a COMPUTERS / Interactive & Multimedia |2 bisacsh | |
650 | 7 | |a COMPUTERS / Social Aspects / Human-Computer Interaction |2 bisacsh | |
650 | 7 | |a Human-computer interaction |2 fast | |
650 | 7 | |a Virtual reality |2 fast | |
650 | 4 | |a Human-computer interaction | |
650 | 4 | |a Virtual reality | |
650 | 0 | 7 | |a Virtuelle Realität |0 (DE-588)4399931-1 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a Virtuelle Realität |0 (DE-588)4399931-1 |D s |
689 | 0 | |8 1\p |5 DE-604 | |
700 | 1 | |a Craig, Alan B. |e Sonstige |4 oth | |
856 | 4 | 0 | |u http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=249304 |x Aggregator |3 Volltext |
912 | |a ZDB-4-EBA | ||
999 | |a oai:aleph.bib-bvb.de:BVB01-028469363 | ||
883 | 1 | |8 1\p |a cgwrk |d 20201028 |q DE-101 |u https://d-nb.info/provenance/plan#cgwrk | |
966 | e | |u http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=249304 |l FAW01 |p ZDB-4-EBA |q FAW_PDA_EBA |x Aggregator |3 Volltext | |
966 | e | |u http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=249304 |l FAW02 |p ZDB-4-EBA |q FAW_PDA_EBA |x Aggregator |3 Volltext |
Datensatz im Suchindex
_version_ | 1804175411056214016 |
---|---|
any_adam_object | |
author | Sherman, William R. |
author_facet | Sherman, William R. |
author_role | aut |
author_sort | Sherman, William R. |
author_variant | w r s wr wrs |
building | Verbundindex |
bvnumber | BV043044825 |
collection | ZDB-4-EBA |
ctrlnum | (OCoLC)162595477 (DE-599)BVBBV043044825 |
dewey-full | 004/.01/9 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 004 - Computer science |
dewey-raw | 004/.01/9 |
dewey-search | 004/.01/9 |
dewey-sort | 14 11 19 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Electronic eBook |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>04417nmm a2200589zc 4500</leader><controlfield tag="001">BV043044825</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="005">00000000000000.0</controlfield><controlfield tag="007">cr|uuu---uuuuu</controlfield><controlfield tag="008">151123s2003 |||| o||u| ||||||eng d</controlfield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">008052009X</subfield><subfield code="c">electronic bk.</subfield><subfield code="9">0-08-052009-X</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">1558603530</subfield><subfield code="9">1-55860-353-0</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9780080520094</subfield><subfield code="c">electronic bk.</subfield><subfield code="9">978-0-08-052009-4</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781558603530</subfield><subfield code="9">978-1-55860-353-0</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)162595477</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)BVBBV043044825</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">aacr</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-1046</subfield><subfield code="a">DE-1047</subfield></datafield><datafield tag="082" ind1="0" ind2=" "><subfield code="a">004/.01/9</subfield><subfield code="2">22</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Sherman, William R.</subfield><subfield code="e">Verfasser</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Understanding virtual reality</subfield><subfield code="b">interface, application, and design</subfield><subfield code="c">William R. Sherman, Alan B. Craig</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">San Francisco, CA</subfield><subfield code="b">Morgan Kaufmann</subfield><subfield code="c">©2003</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 Online-Ressource (xxiv, 582 pages, [16] pages of plates)</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="490" ind1="0" ind2=" "><subfield code="a">Morgan Kaufmann series in computer graphics and geometric modeling</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Includes bibliographical references (pages 541-556) and index</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Introduction to virtual reality -- VR : the medium -- Interface to the virtual world : output -- Rendering the virtual world -- Interacting with the virtual world -- The virtual reality experience -- Experience design : applying VR to a problem -- The future of virtual reality</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">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</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Human-computer interaction. Virtual reality</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Human-computer interaction</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Virtual reality</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Interaction homme-machine (Informatique)</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Réalité virtuelle</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">COMPUTERS / Interactive & Multimedia</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">COMPUTERS / Social Aspects / Human-Computer Interaction</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Human-computer interaction</subfield><subfield code="2">fast</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Virtual reality</subfield><subfield code="2">fast</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Human-computer interaction</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Virtual reality</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Virtuelle Realität</subfield><subfield code="0">(DE-588)4399931-1</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="689" ind1="0" ind2="0"><subfield code="a">Virtuelle Realität</subfield><subfield code="0">(DE-588)4399931-1</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2=" "><subfield code="8">1\p</subfield><subfield code="5">DE-604</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Craig, Alan B.</subfield><subfield code="e">Sonstige</subfield><subfield code="4">oth</subfield></datafield><datafield tag="856" ind1="4" ind2="0"><subfield code="u">http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=249304</subfield><subfield code="x">Aggregator</subfield><subfield code="3">Volltext</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">ZDB-4-EBA</subfield></datafield><datafield tag="999" ind1=" " ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-028469363</subfield></datafield><datafield tag="883" ind1="1" ind2=" "><subfield code="8">1\p</subfield><subfield code="a">cgwrk</subfield><subfield code="d">20201028</subfield><subfield code="q">DE-101</subfield><subfield code="u">https://d-nb.info/provenance/plan#cgwrk</subfield></datafield><datafield tag="966" ind1="e" ind2=" "><subfield code="u">http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=249304</subfield><subfield code="l">FAW01</subfield><subfield code="p">ZDB-4-EBA</subfield><subfield code="q">FAW_PDA_EBA</subfield><subfield code="x">Aggregator</subfield><subfield code="3">Volltext</subfield></datafield><datafield tag="966" ind1="e" ind2=" "><subfield code="u">http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=249304</subfield><subfield code="l">FAW02</subfield><subfield code="p">ZDB-4-EBA</subfield><subfield code="q">FAW_PDA_EBA</subfield><subfield code="x">Aggregator</subfield><subfield code="3">Volltext</subfield></datafield></record></collection> |
id | DE-604.BV043044825 |
illustrated | Not Illustrated |
indexdate | 2024-07-10T07:15:51Z |
institution | BVB |
isbn | 008052009X 1558603530 9780080520094 9781558603530 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-028469363 |
oclc_num | 162595477 |
open_access_boolean | |
owner | DE-1046 DE-1047 |
owner_facet | DE-1046 DE-1047 |
physical | 1 Online-Ressource (xxiv, 582 pages, [16] pages of plates) |
psigel | ZDB-4-EBA ZDB-4-EBA FAW_PDA_EBA |
publishDate | 2003 |
publishDateSearch | 2003 |
publishDateSort | 2003 |
publisher | Morgan Kaufmann |
record_format | marc |
series2 | Morgan Kaufmann series in computer graphics and geometric modeling |
spelling | Sherman, William R. Verfasser aut Understanding virtual reality interface, application, and design William R. Sherman, Alan B. Craig San Francisco, CA Morgan Kaufmann ©2003 1 Online-Ressource (xxiv, 582 pages, [16] pages of plates) txt rdacontent c rdamedia cr rdacarrier Morgan Kaufmann series in computer graphics and geometric modeling Includes bibliographical references (pages 541-556) and index Introduction to virtual reality -- VR : the medium -- Interface to the virtual world : output -- Rendering the virtual world -- Interacting with the virtual world -- The virtual reality experience -- Experience design : applying VR to a problem -- The future of virtual reality 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 Human-computer interaction. Virtual reality Human-computer interaction Virtual reality Interaction homme-machine (Informatique) Réalité virtuelle COMPUTERS / Interactive & Multimedia bisacsh COMPUTERS / Social Aspects / Human-Computer Interaction bisacsh Human-computer interaction fast Virtual reality fast Virtuelle Realität (DE-588)4399931-1 gnd rswk-swf Virtuelle Realität (DE-588)4399931-1 s 1\p DE-604 Craig, Alan B. Sonstige oth http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=249304 Aggregator Volltext 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Sherman, William R. Understanding virtual reality interface, application, and design Human-computer interaction. Virtual reality Human-computer interaction Virtual reality Interaction homme-machine (Informatique) Réalité virtuelle COMPUTERS / Interactive & Multimedia bisacsh COMPUTERS / Social Aspects / Human-Computer Interaction bisacsh Human-computer interaction fast Virtual reality fast Virtuelle Realität (DE-588)4399931-1 gnd |
subject_GND | (DE-588)4399931-1 |
title | Understanding virtual reality interface, application, and design |
title_auth | Understanding virtual reality interface, application, and design |
title_exact_search | Understanding virtual reality interface, application, and design |
title_full | Understanding virtual reality interface, application, and design William R. Sherman, Alan B. Craig |
title_fullStr | Understanding virtual reality interface, application, and design William R. Sherman, Alan B. Craig |
title_full_unstemmed | Understanding virtual reality interface, application, and design William R. Sherman, Alan B. Craig |
title_short | Understanding virtual reality |
title_sort | understanding virtual reality interface application and design |
title_sub | interface, application, and design |
topic | Human-computer interaction. Virtual reality Human-computer interaction Virtual reality Interaction homme-machine (Informatique) Réalité virtuelle COMPUTERS / Interactive & Multimedia bisacsh COMPUTERS / Social Aspects / Human-Computer Interaction bisacsh Human-computer interaction fast Virtual reality fast Virtuelle Realität (DE-588)4399931-1 gnd |
topic_facet | Human-computer interaction. Virtual reality Human-computer interaction Virtual reality Interaction homme-machine (Informatique) Réalité virtuelle COMPUTERS / Interactive & Multimedia COMPUTERS / Social Aspects / Human-Computer Interaction Virtuelle Realität |
url | http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=249304 |
work_keys_str_mv | AT shermanwilliamr understandingvirtualrealityinterfaceapplicationanddesign AT craigalanb understandingvirtualrealityinterfaceapplicationanddesign |