Developing virtual reality applications foundations of effective design
Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before having them created, and allow for greater creative exploration. In this book, VR developers Alan Craig, William Sherman,...
Autor principal: | |
---|---|
Otros Autores: | , |
Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Amsterdam :
Morgan Kaufmann Publishers
2009.
|
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627551606719 |
Tabla de Contenidos:
- Front Cover; Developing Virtual Reality Applications: Foundations of Effective Design; Copyright Page; Contents; Preface; Acknowledgments; 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 Representation1.7 User interaction; 1.7.1 Interaction Techniques; 1.7.2 Making selections; 1.7.3 Manipulating the virtual world; 1.7.4 Navigation; CHAPTER 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 code2.6.2 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 manufacturing; CHAPTER 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 science; CHAPTER 5 Medical Applications; 5.1 Areas of application; CHAPTER 6 Education Applications; 6.1 Areas of application; 6.2 Other and future uses; CHAPTER 7 Public Safety and Military Applications
- 7.1 Areas of application7.1.1 Equipment operation training; CHAPTER 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 art; CHAPTER 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 production; CHAPTER 10 Putting It All Together; 10.1 Executive summary; 10.2 Introduction; 10.3 The database fields
- 10.4 Finding applications with specific characteristics