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VR is a developing field and new applications for it are springing up all the time. Where applications for VR are generally seen by the public as focusing on the entertainment fields, the actual research and development in VR is now heavily focused on the medical, scientific, industrial, and educational fields.
The book begins with VR background - where the technology came from and a description of the medium of VR. It then describes and explains the equipment, the system requirements, and how these fit together to make a complete VR system that will meet specific needs and goals. The book discusses experience design and goal analysis to help the reader decide whether VR will work for them and how to get started designing the experience. The appendices are application case studies covering educational, industrial, artistic, and scientific uses of VR.
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Most writing about virtual reality involves summarizing and interpreting interviews and demos, with massive doses of the speculative and the spectacular, and lots of historical fuzziness. Sherman and Craig, however, lived in the world of actual VR production at the National Center for Supercomputing Applications at the University of Illinois at Urbana-Champaign, where corporate researchers, educators, scientists, and artists make use of this technology in their daily work. They have personally suffered with VR tech and benefited greatly from access to it as well as to amazing amounts of computing, engineering, and scientific talent. They were held to real deadlines of corporate contracts, scientific conference demonstrations, and the design of IMAX productions. While they were doing all this, they were also writing this book. As a result, "Understanding Virtual Reality" has the integrity and feel of a long-term, eyewitness account and a personal journal, because these production-oriented researchers were documenting the times contemporaneously, rather than trying to reconstruct the details years later.
I know all this because I was their group leader for a couple of years in the mid-90's at NCSA, and their colleague in VR the years before and after. I co-invented the CAVE hardware, among other things, with Dan Sandin at the University of Illinois at Chicago, in 1991.
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