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...
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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: | Volltext Volltext |
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: | 1 online resource (xxiv, 582 pages, 16 unnumbered pages of plates) : illustrations (some color) |
Bibliographie: | Includes bibliographical references (pages 541-556) and index. |
ISBN: | 9780080520094 008052009X |
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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. | ||
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contents | 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. |
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spelling | Sherman, William R. 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) text txt rdacontent computer c rdamedia online resource 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. Print version record. Human-computer interaction. http://id.loc.gov/authorities/subjects/sh88003229 Virtual reality. http://id.loc.gov/authorities/subjects/sh92000880 Virtual Reality https://id.nlm.nih.gov/mesh/D000076142 Attitude to Computers https://id.nlm.nih.gov/mesh/D001292 Interaction personne-ordinateur. Réalité virtuelle. virtual reality. aat COMPUTERS Interactive & Multimedia. bisacsh COMPUTERS Social Aspects Human-Computer Interaction. bisacsh Human-computer interaction fast Virtual reality fast Craig, Alan B. has work: Understanding virtual reality (Text) https://id.oclc.org/worldcat/entity/E39PCGPD3yr4XQKvWHk8XwhTBK https://id.oclc.org/worldcat/ontology/hasWork Print version: Sherman, William R. Understanding virtual reality. San Francisco, CA : Morgan Kaufmann, ©2003 9781558603530 (OCoLC)50631811 Morgan Kaufmann series in computer graphics and geometric modeling. http://id.loc.gov/authorities/names/n90662931 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=249304 Volltext FWS01 ZDB-4-EBA FWS_PDA_EBA https://www.sciencedirect.com/science/book/9781558603530 Volltext |
spellingShingle | Sherman, William R. Understanding virtual reality : interface, application, and design / Morgan Kaufmann series in computer graphics and geometric modeling. 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. Human-computer interaction. http://id.loc.gov/authorities/subjects/sh88003229 Virtual reality. http://id.loc.gov/authorities/subjects/sh92000880 Virtual Reality https://id.nlm.nih.gov/mesh/D000076142 Attitude to Computers https://id.nlm.nih.gov/mesh/D001292 Interaction personne-ordinateur. Réalité virtuelle. virtual reality. aat COMPUTERS Interactive & Multimedia. bisacsh COMPUTERS Social Aspects Human-Computer Interaction. bisacsh Human-computer interaction fast Virtual reality fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh88003229 http://id.loc.gov/authorities/subjects/sh92000880 https://id.nlm.nih.gov/mesh/D000076142 https://id.nlm.nih.gov/mesh/D001292 |
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. http://id.loc.gov/authorities/subjects/sh88003229 Virtual reality. http://id.loc.gov/authorities/subjects/sh92000880 Virtual Reality https://id.nlm.nih.gov/mesh/D000076142 Attitude to Computers https://id.nlm.nih.gov/mesh/D001292 Interaction personne-ordinateur. Réalité virtuelle. virtual reality. aat COMPUTERS Interactive & Multimedia. bisacsh COMPUTERS Social Aspects Human-Computer Interaction. bisacsh Human-computer interaction fast Virtual reality fast |
topic_facet | Human-computer interaction. Virtual reality. Virtual Reality Attitude to Computers Interaction personne-ordinateur. Réalité virtuelle. virtual reality. COMPUTERS Interactive & Multimedia. COMPUTERS Social Aspects Human-Computer Interaction. Human-computer interaction Virtual reality |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=249304 https://www.sciencedirect.com/science/book/9781558603530 |
work_keys_str_mv | AT shermanwilliamr understandingvirtualrealityinterfaceapplicationanddesign AT craigalanb understandingvirtualrealityinterfaceapplicationanddesign |