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Understanding Virtual Reality. Interface, Application, and Design.: Interface, Application, and Design (Morgan Kaufmann Series in Computer Graphics and Geometric Mo)
 
 
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Understanding Virtual Reality. Interface, Application, and Design.: Interface, Application, and Design (Morgan Kaufmann Series in Computer Graphics and Geometric Mo) [Englisch] [Gebundene Ausgabe]

William Sherman , Alan Craig

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William R. Sherman
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"Understanding Virtual Reality is truly the most complete reference book to emerge from the VR field in the past ten years." -Tom DeFanti, Professor University of Illinois at Chicago, Co-Inventor of the CAVE (R) "Understanding Virtual Reality is the introduction to the medium of VR that we have all been desiring for our beginning courses." -Michael Zyda, Director, The MOVES Institute "A comprehensive overview of virtual reality technologies and techniques. Using real-world examples from diverse fields, the book makes a case for VR as an increasingly effective and applicable communications medium. With its broad scope, straightforward style and companion instructional Web site, this book would make an excellent introductory text for students exploring virtual reality applications." - Design Issues

Kurzbeschreibung

A book that presents an overall view of VR philosophy, technology and applications. VR spans a range of computer science fields from artificial intelligence to computer graphics to HCI (human computer interaction). Virtual reality is a computer simulation of a real or metaphorical environment that allows the user to interact in real time. The book provides a strong background and foundation in VR and is a source of real world applications that illustrate and illuminate the theoretical information. Its unique approach combines applications with core VR material.

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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Human history is marked by a progression of media used to convey and experience ideas. Lesen Sie die erste Seite
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3 von 3 Kunden fanden die folgende Rezension hilfreich
Tom DeFanti's review 7. März 2004
Von Thomas DeFanti - Veröffentlicht auf Amazon.com
Format:Gebundene Ausgabe
Understanding Virtual Reality" is the definitive, authoritative, and exhausive exploration of the field by two insiders and practioners, Sherman and Craig. Virtual reality, a uniquely viewer-centric, large field-of-view, dynamic display technology has evolved over the past decade in many physical formats, driven by many software applications using a variety of operating systems, computers, and specialized libraries. Sherman and Craig capture them all in this substantial volume.

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.

1 von 1 Kunden fanden die folgende Rezension hilfreich
Excellent text for Undergrad class 18. November 2003
Von JeffreyWill - Veröffentlicht auf Amazon.com
Format:Gebundene Ausgabe
I received this book shortly after it was published. Since then it has served well as a reference for my students working in my VR research group, as well as being very enlightening for me as well.
I will be teaching a course on VR the next two spring semesters at Valparaiso University, and will be using this text.
The book does a great job of spanning the current VR technology out there, as well as addressing issues for development. I'd recommend it for VR researchers, as well as those teaching VR at the undergrad or grad level.
Excellent book on VR 15. Januar 2004
Von A. JOHNSON - Veröffentlicht auf Amazon.com
Format:Gebundene Ausgabe
I picked this text for my virtual reality course here at the Electronic Visualization Laboratory and found it to be an excellent, well written, comprehensive introduction to the field.

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