rdf-syntax-grammar
mods:
  schema location: http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
  title info:
    title: Designing Virtual Reality Systems The Structured Approach
  name:
    name part: Kim, Gerard Jounghyun.
    role:
      role term: creator
    role:
      role term: author.
  name:
    name part: SpringerLink (Online service)
  type of resource: text
  origin info:
    place:
      place term: xxk
    date issued: 2005
    issuance: monographic
  language:
    language term: eng
  physical description:
    form: electronic
    form: electronic resource
    reformatting quality: access
    form: remote
    extent: X, 233 p. 191 illus. online resource.
  abstract: 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.
  table of contents: 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.
  note: by Gerard Jounghyun Kim.
  subject:
    topic: Computer science
  subject:
    topic: Software engineering
  subject:
    topic: User interfaces (Computer systems)
  subject:
    topic: Computer simulation
  subject:
    topic: Computer graphics
  subject:
    topic: Multimedia systems
  subject:
    topic: Computer Science
  subject:
    topic: User Interfaces and Human Computer Interaction
  subject:
    topic: Computer Imaging, Vision, Pattern Recognition and Graphics
  subject:
    topic: Media Design
  subject:
    topic: Software Engineering
  subject:
    topic: Simulation and Modeling
  classification: QA76.9.U83
  classification: QA76.9.H85
  classification: 005.437
  classification: 4.019
  related item:
    title info:
      title: Springer eBooks
  identifier: 9781846282300
  identifier: http://dx.doi.org/10.1007/978-1-84628-230-0
  record info:
    record creation date: 100301
    record change date: 20151204143541.0
    record identifier: 978-1-84628-230-0