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Understanding Virtual Reality

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"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."

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,Table of Contents
Cover image

Title page

Praise for Understanding Virtual Reality: Interface, Application, and Design

The Morgan Kaufmann Series in Computer Graphics and Geometric Modeling

Copyright

Dedication

Preface

PART I: WHAT IS VIRTUAL REALITY?

Introduction to 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 Information

Chapter Summary

PART II: VIRTUAL REALITY SYSTEMS

Introduction to Virtual Reality Systems

CHAPTER 3: Interface to the Virtual World — Input

User Monitoring (User Input to the Virtual World)

World Monitoring (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 Systems

Visual Rendering Systems

Aural Rendering Systems

, Haptic Rendering Systems

Chapter Summary

Color Plates

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 Application

Designing a VR Experience

The Future of VR Design

Chapter Summary

CHAPTER 9: The Future of Virtual Reality

The State of VR

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Number of pages
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Written in
2020/2021
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