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Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before… Read more
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CHAPTER 1 Introduction to Virtual Reality1.1 What is virtual reality?1.2 The beginnings of VR1.2.1 Morton Heilig’s Sensorama1.2.2 Ivan Sutherland’s vision for computer-based virtual reality 1.2.3 Myron Krueger’s videoplace1.2.4 University of North Carolina at Chapel Hill1.2.5 Electronic Visualization Lab at the University of Illinois at Chicago 1.3 VR paradigms1.4 Collaboration1.5 Virtual reality systems1.5.1 Hardware1.5.2 Software1.6 Representation1.7 User interaction1.7.1 Interaction Techniques1.7.2 Making selections1.7.3 Manipulating the virtual world1.7.4 Navigation
CHAPTER 2 Applying Virtual Reality2.1 Virtual reality: the medium2.2 Form and genre2.3 What makes an application a good candidate for VR2.4 Promising application fields2.4.1 Virtual prototyping 2.4.2 Architectural walkthroughs2.4.3 Visualization2.4.4 Training2.4.5 Entertainment2.4.6 Other application genres2.5 Demonstrated benefits of virtual reality2.6 More recent trends in virtual reality application development 2.6.1 Converting extant applications to virtual reality without having access to the application code 2.6.2 Developing virtual reality applications with game engines 2.6.3 Low-cost input devices2.6.4 Cluster-based compute engines and high-performance graphics acceleration 2.6.5 Passive stereo displays2.6.6 Augmented reality and handheld devices2.6.7 Wireless interaction and optical tracking2.6.8 More senses2.6.9 Multiperson virtual and augmented reality2.6.10 Tiled displays2.6.11 Head-based projection2.6.12 Tele-immersion 2.7 A framework for VR application development About the applications in this book
CHAPTER 3 Business and Manufacturing3.1 Areas of application3.1.1 Product development3.1.2 Business education3.1.3 Marketing3.2 Other and future usage of VR in business and manufacturing
CHAPTER 4 Science Applications4.1 Areas of application4.1.1 Exploration4.1.2 Physical system simulation and interaction 4.1.3 Areas of application in science
CHAPTER 5 Medical Applications5.1 Areas of application
CHAPTER 6 Education Applications6.1 Areas of application6.2 Other and future uses
CHAPTER 7 Public Safety and Military Applications7.1 Areas of application7.1.1 Equipment operation training
CHAPTER 8 Art8.1 Areas of application8.1.1 Design and sketching8.1.2 Exploration of the medium8.1.3 Empathetic experiences8.1.4 Exploration of the human condition8.1.5 Other and future usage of VR in art
CHAPTER 9 Entertainment Applications9.1 Areas of application9.1.1 Games9.1.2 Interactive fiction9.1.3 Creative expression9.1.4 Entertainment production
CHAPTER 10 Putting It All Together10.1 Executive summary10.2 Introduction10.3 The database fields10.4 Finding applications with specific characteristics10.4.1 Showing all the characteristics of a specific application 10.4.2 Application taxonomies
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