Understanding virtual reality: interface, application, and design
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 thi...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
San Francisco, CA
Morgan Kaufmann
© 2003
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Schriftenreihe: | Morgan Kaufmann series in computer graphics and geometric modeling
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Schlagworte: | |
Online-Zugang: | FLA01 URL des Erstveröffentlichers |
Zusammenfassung: | 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: | Includes bibliographical references (pages 541-556) and index |
Beschreibung: | 1 online resource (xxiv, 582 pages, 16 unnumbered pages of plates) illustrations (some color) |
ISBN: | 9780080520094 008052009X |
Internformat
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490 | 0 | |a Morgan Kaufmann series in computer graphics and geometric modeling | |
500 | |a Includes bibliographical references (pages 541-556) and index | ||
520 | |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 Interaction homme-machine (Informatique) | |
650 | 4 | |a Réalité virtuelle | |
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650 | 7 | |a Human-computer interaction |2 fast | |
650 | 7 | |a Virtual reality |2 fast | |
650 | 4 | |a Human-computer interaction. Virtual reality | |
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650 | 4 | |a Virtual reality | |
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Datensatz im Suchindex
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any_adam_object | |
author | Sherman, William R. |
author_facet | Sherman, William R. |
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author_sort | Sherman, William R. |
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dewey-ones | 004 - Computer science |
dewey-raw | 004/.01/9 |
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dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Electronic eBook |
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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 resource (xxiv, 582 pages, 16 unnumbered pages of plates) illustrations (some color) txt rdacontent c rdamedia cr rdacarrier Morgan Kaufmann series in computer graphics and geometric modeling Includes bibliographical references (pages 541-556) and index 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 Interaction homme-machine (Informatique) Réalité virtuelle COMPUTERS / Interactive & Multimedia bisacsh COMPUTERS / Social Aspects / Human-Computer Interaction bisacsh Human-computer interaction fast Virtual reality fast Human-computer interaction. Virtual reality Human-computer interaction Virtual reality 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 Erscheint auch als Druck-Ausgabe 1558603530 Erscheint auch als Druck-Ausgabe 9781558603530 http://www.sciencedirect.com/science/book/9781558603530 Verlag URL des Erstveröffentlichers 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 Interaction homme-machine (Informatique) Réalité virtuelle COMPUTERS / Interactive & Multimedia bisacsh COMPUTERS / Social Aspects / Human-Computer Interaction bisacsh Human-computer interaction fast Virtual reality fast Human-computer interaction. Virtual reality Human-computer interaction Virtual reality 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 | Interaction homme-machine (Informatique) Réalité virtuelle COMPUTERS / Interactive & Multimedia bisacsh COMPUTERS / Social Aspects / Human-Computer Interaction bisacsh Human-computer interaction fast Virtual reality fast Human-computer interaction. Virtual reality Human-computer interaction Virtual reality Virtuelle Realität (DE-588)4399931-1 gnd |
topic_facet | Interaction homme-machine (Informatique) Réalité virtuelle COMPUTERS / Interactive & Multimedia COMPUTERS / Social Aspects / Human-Computer Interaction Human-computer interaction Virtual reality Human-computer interaction. Virtual reality Virtuelle Realität |
url | http://www.sciencedirect.com/science/book/9781558603530 |
work_keys_str_mv | AT shermanwilliamr understandingvirtualrealityinterfaceapplicationanddesign AT craigalanb understandingvirtualrealityinterfaceapplicationanddesign |