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Designing Virtual Reality Systems: The Structured Approach

Autor Gerard Kim
en Limba Engleză Paperback – 8 sep 2005
Developing and maintaining a VR system is a very difficult task, requiring in-depth knowledge in many disciplines. The difficulty lies in the complexity of having to simultaneously consider many system goals, some of which are conflicting.
This book is organized so that it follows a spiral development process for each stage, describing the problem and possible solutions for each stage. Much more hands-on than other introductory books, concrete examples and practical solutions to the technical challenges in building a VR system are provided.
Part 1 covers the very basics in building a VR system and explains various technical issues in object modeling and scene organization. Part 2 deals with 3D multimodal interaction, designing for usable and natural interaction and creating realistic object simulation. Primarily written for first level graduates, advanced undergraduates and IT professionals will also find this a valuable guide.
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Specificații

ISBN-13: 9781852339586
ISBN-10: 1852339586
Pagini: 244
Ilustrații: X, 233 p. 191 illus. With online files/update.
Dimensiuni: 155 x 235 x 14 mm
Greutate: 0.38 kg
Ediția:2005
Editura: SPRINGER LONDON
Colecția Springer
Locul publicării:London, United Kingdom

Public țintă

Graduate

Descriere

Developing and maintaining a VR system is a very difficult task, requiring in-depth knowledge in many disciplines. The difficulty lies in the complexity of having to simultaneously consider many system goals, some of which are conflicting.
This book is organized so that it follows a spiral development process for each stage, describing the problem and possible solutions for each stage. Much more hands-on than other introductory books, concrete examples and practical solutions to the technical challenges in building a VR system are provided.
Part 1 covers the very basics in building a VR system and explains various technical issues in object modeling and scene organization. Part 2 deals with 3D multimodal interaction, designing for usable and natural interaction and creating realistic object simulation. Primarily written for first level graduates, advanced undergraduates and IT professionals will also find this a valuable guide.

Cuprins

Basics of Designing Virtual Reality Systems.- Introduction: Virtual Reality in a Nutshell.- Requirements Engineering and Storyboarding.- Object and Scene Modeling.- Putting It All Together.- Performance Estimation and System Tuning.- Creating the Virtual Reality.- Output Display.- Sensors and Input Processing.- 3D Multimodal Interaction Design.- Simulation I: Collision Detection.- Simulation II: Physics-Based Motion and Collision Response.- Virtual Characters.

Textul de pe ultima copertă

Virtual Reality (VR) is a field of study that aims to create a system that provides a synthetic experience for its users. Developing and maintaining a VR system is a very difficult task, requiring in-depth knowledge in many different disciplines, such as sensing and tracking technologies, stereoscopic displays, multimodal interaction and processing, computer graphics and geometric modeling, dynamics and physical simulation, performance tuning, etc. The difficulty lies in the complexity of having to simultaneously consider many system goals, some of which are conflicting.
Designing Virtual Reality Systems is organized in such a way that it follows a spiral development process, and for each stage, describing the problem and possible solutions for each stage. Much more hands-on than other introductory books to virtual reality, this book provides concrete examples and practical solutions to the technical challenges in building a VR system by following a specific development methodology, instead of solely explaining the high level concepts.
Part 1 covers the very basics in building a VR system in a systematic way and explains various technical issues in object modeling and scene organization. Part 2 dives into the core of virtual reality dealing with 3D multimodal interaction, designing for usable and natural interaction and creating realistic object simulation. Primarily written for first level graduate students, advanced undergraduate students and IT professionals will also find this unique and reader-friendly book a valuable guide.

Caracteristici

First book on VR to look at actually building a non-trivial system
Rather than describing subtopics in isolation, the book is based on a thread of system development showing the process of creating a system rather than simply describing what VR is
Includes supplementary material: sn.pub/extras