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  • 1
    UID:
    b3kat_BV045446854
    Format: xxix, 908 Seiten , Illustrationen, Diagramme
    Edition: Second edition
    ISBN: 9780128183991
    Series Statement: The Morgan Kaufmann series in computer graphics
    Note: Literaturverzeichnis Seite [823]-862
    Language: English
    Subjects: Computer Science , Sociology
    RVK:
    RVK:
    RVK:
    Keywords: Virtuelle Realität
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  • 2
    Online Resource
    Online Resource
    Amsterdam :Morgan Kaufmann,
    UID:
    almahu_9949697536302882
    Format: 1 online resource (908 pages)
    Edition: Second Edition.
    ISBN: 0-12-800965-9
    Content: Understanding Virtual Reality: Interface, Application, and Design, Second Edition arrives at a time when the technologies behind virtual reality have advanced dramatically. The book helps users take advantage of the ways they can identify and prepare for the applications of VR in their field. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as underlying technologies evolve. Included are a history of VR, systems currently in use, the application of VR, and the many issues that arise in application design and implementation, including hardware requirements, system integration, interaction techniques and usability. Features substantive, illuminating coverage designed for technical or business readers and the classroom Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction and other fields Provides (via a companion website) additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system Includes updated perception material and new sections on game engines, optical tracking, VR visual interface software, and a new glossary with pictures (Description)
    Language: English
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  • 3
    Online Resource
    Online Resource
    Amsterdam ; : Morgan Kaufmann Publishers,
    UID:
    almahu_9949698057102882
    Format: 1 online resource (xxix, 908 pages) : , illustrations (some color).
    Edition: 1st edition
    ISBN: 0-12-818399-3 , 1-282-28487-8 , 9786612284878 , 0-08-052009-X
    Series Statement: Morgan Kaufmann series in computer graphics and geometric modeling
    Content: 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
    Note: Description based upon print version of record. , Front Cover; Understanding Virtual Reality: Interface, Application, and Design; Copyright Page; Contents; Preface; PART I: WHAT IS VIRTUAL REALITY?; CHAPTER 1. Introduction to Virtual Reality; Defining Virtual Reality; Four Key Elements of Virtual Reality Experience; A History of VR: Where Did Virtual Reality Technology Come From?; Chapter Summary; CHAPTER 2. VR: The Medium; Communicating Through a Medium; A Medium's Content: A Virtual World; How Are Ideas Transmitted?; Common Issues of Human Communication Media; Narrative: Immotive Versus Interactive; Form and Genre , Experience Versus InformationChapter Summary; PART II: VIRTUAL REALITY SYSTEMS; CHAPTER 3. Interface to the Virtual World-Input; User Monitoring (User Input to the Virtual World); World Monitoring (Dynamic Input to the Virtual World); Chapter Summary; CHAPTER 4. Interface to the Virtual World-Output; Visual Displays; Aural Displays; Haptic Displays; Vestibular and Other Senses; Chapter Summary; CHAPTER 5. Rendering the Virtual World; Representation of the Virtual World; Visual Representation in VR; Aural Representation in VR; Haptic Representation in VR; Representation Summary , Rendering SystemsVisual Rendering Systems; Aural Rendering Systems; Haptic Rendering Systems; Chapter Summary; Color plates follow page 280; CHAPTER 6. Interacting with the Virtual World; User Interface Metaphors; Manipulating a Virtual World; Navigating in a Virtual World; Interacting with Others; Interacting with the VR System (Metacommands); Chapter Summary; CHAPTER 7. The Virtual Reality Experience; Immersion; Rules of the Virtual World: Physics; Substance of the Virtual World; Chapter Summary; CHAPTER 8. Experience Design: Applying VR to a Problem; Will VR Meet Your Goals? , Creating a VR ApplicationDesigning a VR Experience; The Future of VR Design; Chapter Summary; CHAPTER 9. The Future of Virtual Reality; The State of VR; The Field of VR Research; Trends; Technology Futures; Software; Application Futures; Chapter Summary: The Future Is Happening Now; PART III: THE APPENDICES; A. NICE, An Educational Experience; B. Crumbs, A Tool for Scientific Visualization; C. Boeing Wire Bundles, An Augmented Reality System; D. Placeholder, An Artistic Exploration; References; Index; About the Authors , English
    Additional Edition: ISBN 0-12-801038-X
    Additional Edition: ISBN 1-55860-353-0
    Language: English
    Subjects: Computer Science
    RVK:
    URL: Volltext  (URL des Erstveröffentlichers)
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  • 4
    UID:
    almahu_9948025759502882
    Format: 1 online resource (399 p.)
    ISBN: 1-282-25799-4 , 9786612257995 , 0-08-095908-3
    Content: 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, and Jeffrey Will examine a comprehensive collection of current,unique, and foundational VR applications in a multitude of fields, such as business, science, medicine, art, entertainment, and public safety among others. An insider's view of what works, what doesn't work, and why, Developi
    Note: Description based upon print version of record. , 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 , English
    Additional Edition: ISBN 0-12-374943-3
    Language: English
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  • 5
    UID:
    b3kat_BV015313177
    Format: XXIV, 582 S. , Ill., graph. Darst.
    ISBN: 9781558603530 , 1558603530
    Series Statement: The Morgan Kaufmann series in computer graphics and geometric modeling
    Note: Literaturverz. S. 541 - 556
    Language: English
    Subjects: Computer Science
    RVK:
    Keywords: Virtuelle Realität
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  • 6
    Online Resource
    Online Resource
    Cambridge, MA :Morgan Kaufmann Publishers,
    UID:
    edoccha_BV045882685
    Format: 1 Online-Ressource (908 Seiten) : , Illustrationen, Diagramme.
    Edition: Second edition
    ISBN: 978-0-12-801038-9
    Series Statement: The Morgan Kaufmann series in computer graphics and geometric modeling
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-0-12-800965-9
    Language: English
    Subjects: Computer Science , Sociology
    RVK:
    RVK:
    RVK:
    Keywords: Virtuelle Realität
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
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  • 7
    Online Resource
    Online Resource
    Amsterdam [u.a.] :Morgan Kaufmann,
    UID:
    edoccha_BV042307592
    Format: 1 Online-Ressource (XXIV, 582 S.) : , Ill., graph. Darst.
    ISBN: 0-08-052009-X , 978-0-08-052009-4
    Series Statement: Morgan Kaufmann series in computer graphics and geometric modeling
    Note: Includes bibliographical references (pages 541-556) and index. - 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
    Additional Edition: Erscheint auch als Druckausgabe ISBN 1-55860-353-0
    Additional Edition: Erscheint auch als Druckausgabe ISBN 978-1-55860-353-0
    Language: English
    Subjects: Computer Science
    RVK:
    Keywords: Virtuelle Realität
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
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  • 8
    Online Resource
    Online Resource
    Amsterdam :Morgan Kaufmann,
    UID:
    edoccha_BV042314320
    Format: 1 Online-Ressource (1 online resource).
    ISBN: 978-0-240-82410-9 , 0-240-82410-5 , 1-299-55317-6 , 978-1-299-55317-0 , 978-0-240-82408-6 , 0-240-82408-3
    Note: "Chapter 1 introduces the idea that augmented reality (AR) is a medium. Although it is a medium, there is technology that is required to carry it out. In much the same way that technology is required for other media, like movies, AR also utilizes technology to carry out the ideas represented in the medium. It is important to learn about the medium first and foremost and then the technology. A movie producer must understand the medium and its affordances, how it can be used to tell a story, etc. in order to create a compelling movie. Simply learning about cameras and projectors does not enable one to make great movies. The same is true with augmented reality. Simply learning about the technology does not enable an AR producer to create compelling AR applications. Chapter 1 also provides a history of augmented reality, compares and situates augmented reality with related media an technologies, and defines some key terms related to augmented reality, including the definition for augmented reality that is used throughout the book"--. - Includes bibliographical references and index
    Language: English
    Subjects: Computer Science
    RVK:
    Keywords: Erweiterte Realität
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
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  • 9
    Online Resource
    Online Resource
    Amsterdam :Morgan Kaufmann,
    UID:
    almafu_BV042314320
    Format: 1 Online-Ressource (1 online resource).
    ISBN: 978-0-240-82410-9 , 0-240-82410-5 , 1-299-55317-6 , 978-1-299-55317-0 , 978-0-240-82408-6 , 0-240-82408-3
    Note: "Chapter 1 introduces the idea that augmented reality (AR) is a medium. Although it is a medium, there is technology that is required to carry it out. In much the same way that technology is required for other media, like movies, AR also utilizes technology to carry out the ideas represented in the medium. It is important to learn about the medium first and foremost and then the technology. A movie producer must understand the medium and its affordances, how it can be used to tell a story, etc. in order to create a compelling movie. Simply learning about cameras and projectors does not enable one to make great movies. The same is true with augmented reality. Simply learning about the technology does not enable an AR producer to create compelling AR applications. Chapter 1 also provides a history of augmented reality, compares and situates augmented reality with related media an technologies, and defines some key terms related to augmented reality, including the definition for augmented reality that is used throughout the book"--. - Includes bibliographical references and index
    Language: English
    Subjects: Computer Science
    RVK:
    Keywords: Erweiterte Realität
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
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  • 10
    Online Resource
    Online Resource
    Cambridge, MA :Morgan Kaufmann Publishers,
    UID:
    almafu_BV045882685
    Format: 1 Online-Ressource (908 Seiten) : , Illustrationen, Diagramme.
    Edition: Second edition
    ISBN: 978-0-12-801038-9
    Series Statement: The Morgan Kaufmann series in computer graphics and geometric modeling
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-0-12-800965-9
    Language: English
    Subjects: Computer Science , Sociology
    RVK:
    RVK:
    RVK:
    Keywords: Virtuelle Realität
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
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