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Introduction to Virtual Reality

John Vince

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Paperback

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English
Springer London Ltd
30 March 2004
During the last decade the word virtual became one of the most exposed words in the English language.

Today we have virtual universities, virtual offices, virtual pets, virtual actors, virtual museums, virtual doctors - and all because of virtual reality.

So what is virtual reality? Essentially, virtual reality is about the navigation and manipulation of 3D computer-generated environments.

A VR user is able to navigate by walking, running or even flying through a virtual environment and explore viewpoints that would be impossible in the real world.

But the real benefit of VR is the ability to touch, animate, pickup and reposition virtual objects and create totally new configurations.

Key topics: The origins of VR How VR works How VR is being used The field of Virtual Reality is moving very quickly and increasing numbers of people need to know more about this exciting subject.

Introduction to Virtual Reality explains what VR is about, without going into the underlying mathematical techniques, but at the same time providing a solid understanding and foundation of the techniques and applications involved.

By:  
Imprint:   Springer London Ltd
Country of Publication:   United Kingdom
Edition:   Softcover reprint of the original 1st ed. 2004
Dimensions:   Height: 235mm,  Width: 155mm,  Spine: 13mm
Weight:   327g
ISBN:   9781852337391
ISBN 10:   1852337397
Pages:   163
Publication Date:  
Audience:   College/higher education ,  Professional and scholarly ,  Primary ,  Undergraduate
Format:   Paperback
Publisher's Status:   Active
1 Virtual Reality.- 1.1 Introduction.- 1.2 What Is VR?.- 1.3 Who Should Read This Book?.- 1.4 The Aims and Objectives of This Book.- 1.5 Assumptions Made in This Book.- 1.6 How to Use This Book.- 1.7 Some VR Concepts and Terms.- 1.8 Navigation and Interaction.- 1.9 Immersion and Presence.- 1.10 What Is Not VR?.- 1.11 The Internet.- 1.12 Summary.- 2 The Benefits of VR.- 2.1 Introduction.- 2.2 3D Visualization.- 2.3 Navigation.- 2.4 Interaction.- 2.5 Physical Simulation.- 2.6 VEs.- 2.7 Applications.- 2.8 Summary.- 3 3D Computer Graphics.- 3.1 Introduction.- 3.2 From Computer Graphics to VR.- 3.3 Modelling Objects.- 3.4 Dynamic Objects.- 3.5 Constraints.- 3.6 Collision Detection.- 3.7 Perspective Views.- 3.8 3D Clipping.- 3.9 Stereoscopic Vision.- 3.10 Rendering the Image.- 3.11 Rendering Algorithms.- 3.12 Texture Mapping.- 3.13 Bump Mapping.- 3.14 Environment Mapping.- 3.15 Shadows.- 3.16 Radiosity.- 3.17 Other Computer Graphics Techniques.- 3.18 Summary.- 4 Human Factors.- 4.1 Introduction.- 4.2 Vision.- 4.3 Vision and Display Technology.- 4.4 Hearing.- 4.5 Tactile.- 4.6 Equilibrium.- 4.7 Summary.- 5 VR Hardware.- 5.1 Introduction.- 5.2 Computers.- 5.3 Tracking.- 5.4 Input Devices.- 5.5 Output Devices.- 5.6 Glasses.- 5.7 Displays.- 5.8 Audio.- 5.9 Summary.- 6 VR Software.- 6.1 Introduction.- 6.2 VR Software Features.- 6.3 Web-Based VR.- 6.4 Division’s dVISE.- 6.5 Blueberry3D.- 6.6 Boston Dynamics.- 6.7 MultiGen.- 6.8 Summary.- 7 VR Applications.- 7.1 Introduction.- 7.2 Industrial.- 7.3 Training Simulators.- 7.4 Entertainment.- 7.5 VR Centres.- 7.6 Summary.- 8 Conclusion.- 8.1 The Past.- 8.2 Today.- 8.3 Conclusion.- Appendices.- Appendix A VRML Web Sites.- Appendix B HMDs.- Appendix C Trackers.- Appendix D VRML Program.- Appendix E Web Sites for VR Products.-Referebces.

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