Developing Virtual Reality Applications
Management No. BFM011347
- Physical/Digital
- 아날로그
- Media Type
- 도서
- Subject
- 영화
Basic Information
- Title
- Developing Virtual Reality Applications
- Subtitle
- Foundations of Effective Design
- Parallel Title
- -
- Country
- 국외
- Production Date
- 2009-**-**
- Language
- 영어
- Size (mm)
- 196 x 242
- Pages
- 382쪽
- ISBN/ISSN
- 9780123749437
- Edition
- -
- Master Files
- -
- Producer
- Alan B. Craig 외 2명 (저자), Morgan Kaufmann (발행처)
- Description
- -
Contents
PREFACE = ⅺ ACKNOWLEDGMENTS = ⅹⅴ CHAPTER 1 Introduction to Virtual Reality = 1 1.1 What is virtual reality? = 1 1.2 The beginnings of VR = 4 1.2.1 Morton heiling’s Sensorama = 4 1.2.2 Ivan Sutherland’s vision for computer-based virtual reality = 4 1.2.3 Myron Krueger’s videoplace = 5 1.2.4 University of North Carolina at Chapel Hill = 5 1.2.5 Electronic Visualization Lab at the University of Illinois at Chicago = 6 1.3 VR apradigms = 6 1.4 Collaboration = 8 1.5 Virtual reality systems = 10 1.5.1 Hardware = 10 1.5.2 Software = 23 1.6 Representation = 26 1.7 User interation = 27 1.7.1 Interaction Techniques = 28 1.7.2 Making selections = 30 1.7.3 Manipulating the virtual world = 30 1.7.4 Navigation = 30 CHAPTER 2 Applying Virtual Reality = 33 2.1 Virtual reality: the medium = 34 2.2 Form and genre = 34 2.3 What makes an application a good candidate for VR = 35 2.4 Promising application fields = 36 2.4.1 Virtual prototyping = 36 2.4.2 Architectural walkthroughs = 37 2.4.3 Visualization = 37 2.4.4 Training = 38 2.4.5 Entertainment = 38 2.4.6 Other application genre = 38 2.5 Demonstrated benefits of virtual reality = 39 2.6 More recent trends in virtual reality application development = 43 2.6.1 Converting extant applications to virtual reality without having access to the application = 43 2.6.2 Developing virtual reality applications with game engins = 43 2.6.3 Low-cost input devices = 45 2.6.4 Cluster-based compute engins and high-performance graphics acceleration = 46 2.6.5 Passive stereo displays = 47 2.6.6 Augmented reality and handheld devices = 49 2.6.7 Wireless interaction and optical tracking = 49 2.6.8 More senses = 51 2.6.9 Multiperson virtual and augmented reality = 52 2.6.10 Titled displays = 52 2.6.11 Head-based projection = 53 2.6.12 tele-immersion = 53 2.7 A framework for VR application development = 54 About the applications in this book = 57 CHAPTER 3 Business and Manufacturing = 61 3.1 Areas of application = 62 3.1.1 Product development = 62 3.1.2 Business education = 62 3.1.3 Marketing = 63 3.2 Other and future usage of VR in business and manufacturing = 63 CHAPTER 4 Science Applications = 109 4.1 Areas of application = 109 4.1.1 Exploration = 110 4.1.2 Physical system simulation and interaction = 110 4.1.3 Areas of application in science = 111 CHAPTER 5 Medical Applications = 145 5.1 Areas of application = 146 CHAPTER 6 Education Applications = 189 6.1 Areas of application = 191 6.2 Other and future uses = 191 CHAPTER 7 Public Safety and Military Applications = 239 7.1 Areas of application = 240 7.1.1 Equipment operation training = 240 CHAPTER 8 Art = 273 8.1 Areas of application = 274 8.1.1 Design and sketching = 274 8.1.2 Exploration of the medium = 275 8.1.3 Empathetic experiences = 276 8.1.4 Exploration of the human condition = 276 8.1.5 Other and future usage of VR in art = 276 CHAPTER 9 Entertainment Applications = 299 9.1 Areas of application = 299 9.1.1 Games = 300 9.1.2 Interactive fiction = 300 9.1.3 Creative expression = 301 9.1.4 Entertainment production = 301 CHAPTER 10 Putting It All Together 10.1 Executive summary = 347 10.2 Introduction = 347 10.3 The database fields = 348 10.4 Finding applications with specific chatacteristics = 350 10.4.1 Showing all the characteristics of a specific application = 351 10.4.2 Application taxonomies = 354 BIBLIOGRAPHY = 357 INDEX = 361
Holdings Information 1
BFM011347_01
- Source
- (주)학술정보
- Acquisition Method
- 구입
- Acquisition Date
- 2016-11-04
- Group Information
- -
- Access
- On-site Access
- Copy/Rental
- -
- Storage Location
- 영상도서관(상암)
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