Virtual Reality Applications
Academic Press
Published on 1. January 1995
Book
Hardback
304 pages
978-0-12-227755-9 (ISBN)
Description
During the last decade, virtual reality (VR) has emerged from the realm of science fiction fantasies to be experienced by thousands of people. The development of hardware and software support for VR also has led to a huge expansion in the number of applications supported by the medium. The collection of state-of-the-art developments presented in this volume explores the principal application areas of VR systems, and addresses some of the main issues for potential users. Application areas covered include medicine and surgery, engineering and simulation, systems development and modelling, televirtuality, art and education. Human factors issues in VR are also discussed.
More details
Language
English
Place of publication
San Diego
United States
Publishing group
Elsevier Science Publishing Co Inc
Target group
College/higher education
Professional and scholarly
Illustrations
illustrations
Dimensions
Height: 229 mm
Width: 152 mm
Weight
849 gr
ISBN-13
978-0-12-227755-9 (9780122277559)
Copyright in bibliographic data is held by Nielsen Book Services Limited or its licensors: all rights reserved.
Schweitzer Classification
Persons
Content
Part 1 Introduction: approaches to the successful design and implementation of VR applications, S. Bryson. Part 2 Science and engineering: virtual reality for the physician of the 21st century, R. Satava; populated information terrains - first steps, S. Benford et al; hand-guided scene modelling, H. Sun; modelling in immersive environments - a case study for the science of VR, M. Slater et al; constraint based 3D manipulation techniques for virtual environments, T.R. Fernando et al; implementing televirtuality, G.C. Fox et al; time lag reduction in a medical virtual workbench, W. Lawton et al; tools and metaphors for user interaction in virtual environments, M. Rygoi et al; some human factors issues in immersive virtual reality - fact and speculation, E.C. Regan. Part 3 Simulation and training: galeria virtual - a platform for non-limitation in contemporary art, N. and R. Pares; MuSE - using virtual reality in system development and validation, H. Wirth et al; event-driven visual effects in flight simulation virtual environments, C. Longhurst; learning in virtual environments (LIVE), D.J. Brown et al; simulating humans in virtual reality, J.P. Granien et al; applications of virtual humans in virtual reality, D. Thalmann. Part 4 Visualization: systems structure visualization, S. Whalley et al; virtual reality in computational neuroscience, J. Leigh et al; a unified approach to addressing limitations of desktop data visualization and virtual environments, R.R. Dickinson et al.